Selecting another level while the level is hidden cause the level moves to incorrect position. it occurs only when using world origin shift in world setting. ...
Licensee reports incorrect results with FindLocationClosestToWorldLocation when used with non-uniformly scaled spline components. ...
Licensee wants to take screenshots that are more than the size of the viewport ingame. However, they are having trouble because the results depend on the size of the viewport. ...
When using Windows Text Scaling values that are not 100%, 3D widget labels are offset from the widget. [Image Removed] ...
USplineComponent::CalcBounds is not defined in shipping builds (presumably the thought being that nothing can be rendered in shipping, and hence no scene capture required). But if CalcBounds is use ...
See the UDN question (duplicated below). I think we need to better manage the lifetime of the event we use for synchronization here. We are experiencing an issue where when FPlatformMisc::Request ...
This issue occurs when merging static meshes that have multiple LODs. If they are using UV1 for lightmap index, after merging, the UV1 of the result for each LODs will all be differents, making the ...
Ran into this while answering a UDN. A user was expecting to find the blueprint functions available to Editor Utility Blueprints after reparenting their actor to EditorUtilityActor. I confirmed that ...
When playing in "New Editor Window" mode, entering the r.setres command does not change the screen size. This worked in UE4.27, but no longer works in UE5.0. ...
When the Editor launches it does not have a file lock on assets that are not open. When the asset is opened for editing, UE gets a lock on the file and this lock persists even after the tab is close ...