This is an interesting bug because it is only happening on BeginPlay. I guess that there is some order of operations that the camera manager uses during creation that will stop if the game is paused ...
The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
When selecting the Add Selected Curve Asset button with a Float Track in a Timeline, nothing appears to happen. However, if you delete the Float Track and then either add another Float Track or add ...
Replicated actors wait until initial replicated properties are read and applied to call BeginPlay (from PostNetInit), and this is usually where the actor's components have BeginPlay called as well. ...
The UDN has a possible fix for this issue in the Component Type Registry You can use the following as a test C++ class: #pragma once #include "CoreMinimal.h" #include "Components/ActorComp ...
The Localization Dashboard is not properly localizing Dialogue Wave assets that are located within plugins. This appears to be a problem with the UExportDialogueScriptCommandlet - namely, it appears ...
The ListView widget currently depends on the UWorld's timer manager to fire an event indicating new entries have been generated (see UListViewBase::FinishGeneratingEntry). This can become a problem ...
IsDataValid is not called for components inherited via a parent's SCS. I've attached a small repro project. (4.27) ...
If a user import a lot of animation in one fbx, the logic that compute the automatic framerate can diverge and hit a very high value. The maximum sample rate is 1920Hz which is very high,. The user ...