Non-instanced object ref properties are incorrectly being skipped at property initialization time when Blueprint class instances are spawned with the fast property initialization path enabled. This ...
The pawn character is added to APlayerController::GetSeamlessTravelActorList, so it'll be persisted during server travel. The Niagara component is spawned during BeginPlay and activated manually. W ...
Issue has been seen a couple times internally and closed as No Longer occurring. Looking at Crash Reporter, issue has been seen live a number of times. Looking at user logs, occurs after:LogAudioMi ...
FBIK becomes extremely unstable when the root bone scale has a value other than 1. ...
To avoid confusing users when working with a Native Branching Point Notify set its MontageTickType to be fixed to BranchingPoint. ...
Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...
When placing an instance of ALyraCharacterWithAbilities on the map on the boundary between world partition cells, it fails to take damage in PIE. The expected attribute sets (HealthSet and CombatSet ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...