When a UMG Text widget is set to Auto Wrap and uses InvariantLeft or InvariantRight, the wrapped visual lines are positioned differently than expected compared to Left/Right. In the current engine ...
In split-screen, Niagara GPU Distance Field collision appears to be evaluated against only the first view passed into the Niagara GPU sim (view index 0), rather than per split-screen view. Because G ...
When the level currently being edited has unsaved changes and the user opens a new one, the Editor asks if the changes should be saved. If the user answers negatively, the level asset is reverted to ...
Changing the ComponentClass of a ACharacter twice and trying to set a SkeletalMeshAsset crashes the engine with a "Cannot replace existing object of a different class" message. The conditions to re ...
Context UEditorEngine::OnAllPIEInstancesStarted() is a virtual function that gets called when launching Play-in-Editor. It can be overridden if the game project chooses to introduce a subclass of U ...
This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...
When MovementMode is set to PHYS_Flying, the character may unexpectedly step down by MaxStepHeight when colliding with a wall near a ceiling. This occurs because UCharacterMovementComponent::StepUp ...
Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...
When a StaticMeshComponent has a scale component of zero in WorldSpace (after accumulating with the hierarchy from the root to it), function UPrimitiveComponent::OnCreatePhysicsState() logs the warn ...