Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...
When using infinite or duration-based effects, required and ignored tags will have no effect on attribute modifiers. This appears to be caused by OnAttributeAggregatorDirty (GameplayEffect.cpp:2917) ...
When switching the Camera's Exposure Metering Mode from Manual toHistogram, the exposure level resets and takes time to settle. The Licensee has a proposed code change that would fix this issue. Als ...
When switching the Camera's Exposure Metering Mode from Histogram to Manual, there is a single-frame flash. The Licensee has a proposed code change that would fix this issue. Also found in 5.4, CL 3 ...
Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...
This seems to be the same issue as was reported in [Link Removed], as enabling net.ResetAckStatePostSeamlessTravel resolves the issue. However, it was recently reported that disabling net.FilterGuid ...
When diffing a blueprint against depot via the Content Browser context menu action "Revision Control > Diff Against Depot", restoring an instanced object property from the depot version results in t ...
When using ChaosCacheManager to simulate destruction of a GeometryCollection, destruction is not simulated when Nanite is ON for the GeometryCollection. In the editor, destruction is simulated rega ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...