A change was made a while back so that control rig debug print messages would be displayed in the animation editor preview windows. This is done via calling UEngine::DrawOnscreenDebugMessages from ...
This is a serious issue as it's causing applications to fail certification on the Meta Quest store ...
It's impossible to set it back to None. Also, if the original blueprint had something set in ChildActorClass, it will be impossible to set a placement of it to None. I looked at it briefly in the de ...
AWheeledVehiclePawn class tries to use CCD in the constructor, but Mesh->BodyInstance.bUseCCD = true this code does not work to activate CCD because Physics Assets could not be available at this ...
For nodes with an FGameplayTag or FGameplayTagContainer pin, when changing the tag value (Pin->DefaultValue) and triggering Undo/Redo, the pin modification is not undone. Rather, it undoes the previ ...
Arithmetic assignment operators seem to be applied twice when committed in the Niagara stack. This occurs when entering *= 2.0 for example into a float input. This may be the result of the SNiagar ...
Gameplay Effects can hold stale references to Gameplay Tags when the adding component is switched for a different type. The tags are serialised, and their presence can be confirmed with Reference Vi ...
It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead. If the pass is modified to return a different textu ...