The editor will produce a crash most of the time when closing editor after quitting a standalone game. This is a regression due to it not occurring in 4.26. ...
When BlendRootMotionBasedOnRootBone is true, the code in FAnimNode_LayeredBoneBlend::Update_AnyThread that calculates the root motion weightings for the sources doesn't appear to account for the po ...
Capsule component renders incorrectly with non-uniform scale because the render uses the minimum between the X and Y values and the collision code uses the maximum between the two. This issue is men ...
Startup movies displaying black screen in packaged projects. Tested with 4.20p3 4135216 and 4.21 4157973 ...
When an animation is currently blending out due to automatic blend out or GameplayLogic, further StopMontage with specific BlendOut will not update the time to blend out of the current blending out ...
In the description for delta time given for the tick event it states "Game time elapsed since last call to Tick". This sounds as though it is supposed to calculate the time in between ticks. However ...
C++ projects are failing to compile when attempting to skip conversion from an older version of the engine. Error Message: C:\Users\laz.matech\Documents\Unreal Projects\MyProject4Test\Intermediate\ ...
Creating an event dispatcher inside a component class/blueprint with an array input and using that component in another blueprint causes the event node to generate a note on compile when the event i ...
It appears that changing the Background Color of a widget component doesn't immediately update the widget's render target. Toggling "Draw at Desired Size", however, does get the changes to reflect i ...
When using min or max set values for animation channels in sequencer, the sequencer viewport will show different values than what is capable when using autokey functionality. ...