USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.Expected: It should return the correct type. ...
When you are playing a game on PC (especially local multiplayer) many developers want to change how input devices are "mapped" to different players. For example, a single player game might want the ...
Camera shot blending on Sequencer does not work when Reverse Play. If we place two cameras in a scene and just blend them by Camera Shot track in sequencer, the view point is interpolated between th ...
Many of the animation asset editors don't display static mesh attachments in the way that the anim sequence or anim bp editor do. This prevents users from previewing characters that are built from ...
HLOD actors may be empty and have no meshes generated for them in which case they should not be included in the cooked game. ...
We've had two reports on UDN where FInterpCurve<T>::FindNearestOnSegment returns either "NaN for the final value in the DistancesSq array during the first Newton iteration step." The licensee on on ...
After a take record within multi-user has completed recording, and with Toggle Multi User Take Recorder Sync enabled, any other control boxes with the ICVFX window open to UV view will flash with th ...
GPU particles were disabled on Quest 1 due to a compute issue. We need to validate / fix issues for Quest 2 / Quest 3. Reported in [Link Removed] ...
This is a regression from a long while ago that needs to get fixed ...