Licensee video of the issue here - [Link Removed] This can be worked around with this setting: [Link Removed] However it is not a solution as this setting actually causes other programs, e.g. sl ...
We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison. We could also exclude any func ...
This is not a regression from 4.27.2, however, a similar issue was fixed in 4.26. Generating a C++ class that is in a subdirectory generates the #include "Subdirectory/Class.h" instead of #include ...
It seems as though calling a multicast RPC during BeginPlay on the server will cause the new actor to finish spawning on the client before applying any initial replicated data, such as the actor's R ...
Highlights not rendering on Nanite enabled Meshes in the Mesh Editor. ...
Morphing target flickers when switching between complex targets. This occurs when global illumination is set to Lumen. Per talk with analyst, it greatly improves when using SSR or None instead of Lu ...
Engine crashes when building GPU lightmass in larger scenes. This does not occur on smaller maps like the Unreal Engine Templates. I was able to reproduce this issue in CitySamples SmallCity map. T ...
Event dispatchers (i.e. delegate property values) are currently copied to the new instance when users copy/paste/dupe actors. However, this means that if you have an instance whose dispatcher is dy ...