Hard references through InstancedStruct do not cluster the actors together into the same cell. ...
If you create two actors that have the same structure of variables in a category, and you try to copy the category variables of one actor into the other, variables that have ReadOnly/EditConst speci ...
A licensee has reported an issue with jitter when playing animations on an actor translated far from the origin (300000.0 units). This repros on the First Person Template. The issue is more obviou ...
Two instances of the same level sequence playing audio will cause the audio to stop playing. ...
The primary shader crashing is "FVisualizeLumenSceneCS" which I've put in the callstack section, but I think this is more likely a binding problem as I'm also see the following crash with cloud shad ...
The character movement component in void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...
The Transparent materials like the Glass don't behave correctly in Raster (in PT is working as expected). They are visible in Alpha with Holdout. This is an Engine limitation for now. But we sho ...
On EnhancedInputSubsystemInterface.cpp:1040, RebuildControlMappings has a check to preserve mappings for identical action key maps. In most cases, this appears to work correctly; however, in the cas ...
It may occur that during loading screens, materials using material layers will load with GWhiteTexture before the real textures are ready. This seems to be because of a race condition due to PostLoa ...
In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...