URootMotionModifier_SkewWarp::WarpTranslation() uses InverseFast() within a block of code that is only executed if DeltaTranslation is not nearly zero. The ToRootSyncSpace transform the code builds, ...
The default element can be added multiple times and changing the value from the drop down. ...
BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...
Wrong density calculation in UBodySetup::CalculateMass. The licensee has provided the following analysis and suggested fix: In UBodySetup::CalculateMass, the following code is present: // physical ...
When calling SetText() on a UEditableTextBox or UMultiLineEditableTextBox, the OnTextChanged delegate is not triggered. This regression was first reported in UE 5.3 and acknowledged previously in UD ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...
In multi–Content Browser layouts, the New Folder shortcut (by default Ctrl+Shift+N) does not work immediately after switching to another Content Browser tab. It appears that the editor does not auto ...
When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
When loading a static mesh asset created in an old version of Unreal (e.g. 4.10), all LODs have their Screen Size property set to the same value (approximately 1.5). This happens because the static ...
When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...