Widgets are not getting proper input when a game is first launched. Until the player clicks in the window at least once, widgets will not respond to any hover events and the first click will not hav ...
If a blueprint has its root component set in code, adding that blueprint as the child actor component of a second blueprint will cause the first to become dirty anytime the second is opened or edite ...
There is an issue packaging the project Unreal Stick Figure 2D project that is available in the learning tab. The project cannot package from the outset because of a couple of files that uses space ...
A material with a panner displays unusual behavior when the value of the panner's speed it dependant on a timeline. As time spent in the project increases the speed of the material while changing va ...
This is a common crash on Mac that has been occurring since at least the 4.14 release. Based on the one user description this may be related to the creation of structs. Additional information is n ...
When a GameplayTagQuery variable is edited from inside of a DataAsset, the editor crashes when the changes are saved. This could be related to a bug that was fixed previously: [Link Removed] Regres ...
Ray Traced Global Illumination is causing some materials to glow extremely bright Disabling r.raytracing.globalillumination.denoiser fixes the issue In 4.22 preview 5 binary (5365847) the result i ...
This bug comes from https://udn.unrealengine.com/questions/492861/view.html and is a very similar problem to [Link Removed] The issue is that the code that harvests soft object references stored in ...
In 5.5, there is a regression with baked lighting where static lights become stationary lights when a level is hidden and then made visible again. This happens in packaged builds and shows up as sta ...
From licensee: I’ve found an issue with the visualization of PlayerCollisions when using LandscapeSplineMesh with a mesh that has Nanite enabled. The Chaos collisions shown in the Chaos Visual Debu ...