If you check the attached GIF, you will see that when you jump the playback position, the animation stays in the same state as before the jump. I suspect this is a specification, but the user is req ...
From a developer: If the same key is mapped to N action events all the mapped events fire N times. This issue only exists with the OpenXR plugin enabled and does not occur for any keyboard/mouse i ...
ISequencer :: OnStopEvent is executed when pause, but not when playing to the last frame and stopping automatically. This is because OnStopDelegate.Broadcast(); is only in FSequencer::Pause(). When ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...
It works correctly in 5.0.3. ...
Projects with multi-process cooking enabled will not complete packaging. If MPCook is disabled, packaging can be completed. ...
For some reason, iOS apps no longer launch on device when using QuickLaunch within the Editor. Instead, it does install the app onto the device, but when it attempts to then launch the app, a messa ...