In Unreal Engine 5.6 and Main, a glitch occurs when switching between LODs in a character setup that uses a Control Rig to dynamically load the skeleton hierarchy through the Import Skeleton node in ...
Received a report of persistent stutters in the editor when trying to navigate in the viewport, including asset editor viewports like the Skeletal mesh editor and control rig editor. Hardware used ...
Setting the Max Jump Hold Time variable to 1 second, and then holding the jump button produces different results depending on the framerate. In this case, the normal jump is at a specific height, bu ...
Modulated shadows are not functioning properly on IOS devices for skeletal meshes. Any skeletal meshes in the scene will cast a shadow, but have a flickering modulated shadow on the skeletal mesh as ...
Attempting to package a runtime plugin (does not occur with a Development plugin) in a Blueprint project fails in 4.21 Preview 2. This also causes some Editor files to be deleted, including the Modu ...
Found in 4.22 CL#6574378 Reproduced in 4.21 CL#4753647, 4.24 Main CL#7062442 May be similar to [Link Removed], which was reported fixed in 4.13 The following warning is spammed when trying to mov ...
Running the console command r.DebugSafeZone.Mode 0 does not disable all overlays. The issue occurs when setting custom values in DefaultEngine.ini as well. Tested using the following settings: ...
This is actually a bug with function duplication via UEdGraphSchema_K2::DuplicateGraph. After a function graph is duplicated, the function entry node still retains the same GUIDs for its local vari ...
From licensee:When the player pawn teleports inside a structure that is a HLOD, the dithered HLOD fading transition is not properly reset so we can see it re-starting to fade, from the inside. Our ...
When you assign a Preview Mesh to a Material Instance, save and close the instance, on reopening instance, the Preview Mesh will not retain connection to the Instance and will revert back to its ass ...