When there is a blended camera cut and the sequences playrate is changed, the camera blend time will not match the new rate and play incorrectly. ...
There is a small flicker on a looping single camera sequence where the camera doesn't move. Because the camera is static, you would not expect to see a flicker in lighting conditions. ...
When snapping for frames is turned on, dragging an anim notify state does not result to being snapped on a frame. ...
When using the ForceSuccess decorator on a Run Behavior task which also has an abort decorator, the Force Success node cannot make the task return succeeded when the abort is triggered. This means t ...
Key repeats from the OS do not affect the EnhancedInput normally, but it causes inconsistent event triggers when FlushProcessedKeys is called with holding a keyboard key down. Removing references t ...
Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
A checkf can fail in SSourceControlChangelists.cpp with the message: The same uncontrolled item was visited twice. It is likely present in more than one uncontrolled changelist This has been addre ...
When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...
When dragging multiple (tested with 4) notifie states there are a few issues. On Drop: Some notify states do not land on the correct track. On Drag: The notify states do not line up with their cor ...