A licensee reported some of their particles disappear when setting the actor's custom time dilation 0. This seems to happen when a particle is using PSA_Velocity as Screen Alignment. This repros in ...
Licensee reported that when updating from 4.16.1 to 4.17.2 the value of a function input Boolean is being reset. It is checked as True in 4.16, but when switching to 4.17, it is no longer checked. ( ...
This is a regression tested in //UE5/Release-5.0 CL18319896 Scaling a Static Mesh along the Z Axis while the X and Y axes are set to 0.01 causes the Actor to stop rendering in the scene once the Z ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
Using old behavior by applying true to NMakeUseOemCodePage property solves this issue. in VCProject.cs// Project globals (project GUID, project type, SCC bindings, etc) { VCProjectFi ...
This is a common crash affecting users in 4.16. User DescriptionsPressing the button to restart the basic mesh in the destruction editor causes the crash.Refreshing a Destructible Mesh that has had ...
All console variables overridden in Movie Render Queue are set to 0 after the render queue runs. It's because all cached previous console variables are reset to 0 just before they are written back ...
Changing the global time dilation in a multiplayer game affects the rate at which actors are considered for replication, and setting it to 0 will even cause replication to stop entirely (unless the ...
In Persona, moving a socket around is not affected by any changes to snapping (scale or size). Rotation is affected however. This is similar to [Link Removed], but according to James Golding there ...
If the user sets the value on the slider to 0 or 1 the handle will clip as it appears to go too far to either side. ...