The engine still uses the default index for calling force feedback events, despite them being assigned from player 1 on out. Which is why event on player 1 goes to player 0, event on player 2 goes t ...
In pasts unreal engine versions like 5.2 or 5.3, when you loaded a project with UnrealFrontend, the uproject was saved inside the Engine.ini file. In version 5.4 it does not get saved and you need t ...
This was reproduced both in Match 3 and a new BP project with a custom launch image. Note that on Pixel 2 the BP project behaves a little differently than Match3. It displays in full size, then s ...
The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...
Hovering over the absolute bottom of buttons in the toolbar, particularly in Blueprints, results in the button being highlighted, but not accessable. The area seems to be 1 or 2 pixels from the bot ...
While going through a GPU pass, film setting in post processing isn't working as expected. This does not seem to be GPU specific The displays should resemble the images in the documentation - PPE ...
See https://udn.unrealengine.com/questions/505632/view.html for more details Repro: -Have a mesh with 3 sections and 3 materials, assign section 1 to material 1 and section 2&3 to material 3. -Pla ...
Crouching on the Server is not replicated to the Client while the Server character is moving. Reproduced in 4.7.6, 4.8.0, and Main (//depot/UE4/Promotable-CL-2591224) ...
When using the Create Player node to setup split-screen multiplayer, only the last player created will show properly. All other players experience render issues for their character and environment. ...
Crash when destroying two components in a specific order in this user's project. The crash occurs under two circumstances inside the LogActor Blueprint: either DestroyLogPart is called for both Te ...