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 ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
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 ...
When a native component that wants initialisation is added to a Blueprint actor in the Blueprint editor, the initialisation state of this component will not be correctly preserved by RerunConstructi ...
Input doesn't seem to work properly when using exclusive fullscreen mode on some monitor other than the primary monitor. This is similar to other issues we've seen in the past with the cursor being ...
[Link Removed] UDN user found issue. Reproduced internally with custom debug code. ...