We don't call OnRep_Controller after it's set to null in AController::OnRep_Pawn, so overridden implementations won't get called. While it's a little weird to call OnReps explicitly on the client o ...
This bug doesn't occur in 4.21. The issue is at line 157 in ProceduralMeshComponentDetails.cpp . When the procedural mesh has a material the crash doesn't occur. File location: Runtime/ProceduralMe ...
The SetAnimRootMotionTranslationScale in Character.h is not callable by blueprints. ...
SteamVR will crash with dx12 enabled. You may need to attempt to teleport or open the console for the crash to occur. Also confirmed in MAIN 4.24 CL 7713732 ...
Creating an Online Session and transitioning to another map does not work in a Launched Windows game. The transition event does fire but it just resets the players position on the Default map. This ...
FPhysicsInterface_PhysX::LineTrace_Geom does not properly respond to welded child bodies. ...
Pixels seem to stop updating in the path tracer when a camera stops moving in sequence. Old color values from objects that have moved seem to still affect pixels they should not. ...
It appears that RSTP streams do not work in editor when used with a Stream Media Source asset. ...
In this test bench, they are using a APawn with a custom replicated Movement Component rather than using a ACharacter and they are getting a different result that ends up in a permanent softlock of ...