The conditions for this bug are fairly specific. The actor must be statically placed, with its only replicated property being the fast array, and net.PushModelSkipUndirtiedFastArrays must be enabled ...
we need to investigate why between editor restarts the DDC key generation for the motion matching pose search databases is not deterministic, causing the assets to be rebuilt ...
PerInstanceSMCustomData is bulk serialized and doesn't get changed on the BP instance when changing NumCustomDataFloats, possibly causing out of bounds array access leading to a crash. Possible sol ...
Game feature plugins load config files in a different way than normal plugins, which is confusing and can lead to broken behavior unless the developer knows about these issues ahead of time. The loa ...
Two properties on the animation params are not exposed to BP ...
When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...
Camera cut warmup does not take into account the shot's camera cut track when rendering from the master sequence. Rendering the shot alone will, however. ...
From UDN: "In FBoneContainer::GetRetargetSourceCachedData, the source bones are assumed to relate to the same skeleton as the bone container, which is not the case when using a skeleton remapping t ...
This is caused by use of MakeMemoryView on arrays of structures in PoseSearchFeatureChannels.cpp. Need a proper serialization path for hash key gen here. ...
The object filter in the blueprint debugger can be used to filter breakpoints to a specific instance of an object. This is important for multiplayer because there will be multiple versions of the sa ...