When using the DynamicMaterialParameters Niagara module in UE 5.6, 5.7, and UE5-Main (CL 50298778), updating an emitter causes Boolean values, such as Index0Float0Write, to reset to default values, ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
Changing Color Grading settings of a post process volume and using "Enter" to commit changes prevents the editor from entering PIE / Simulate mode with the error message "Can't Play In Editor / Simu ...
Many useful blueprint utility nodes are buried in the Utility category and are not very discoverable by users. This leads to them choosing other nodes that are much less convenient and efficient. Th ...
Hi Sevan, I think we are having a bug: When using our calibration format “vwf” the image is slightly misaligned. Same calibration exported MPCDIv2 works good in UE. So it seems to be some issue ...
UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...
Context AController has a blueprint assignable delegate that fires when the possessed pawn changes. This should fire in both singleplayer and networked games. The bug is reproducible in single play ...
#31 crash out of 7783 in UE 5.7.4 on Windows#3 crash for UE - Rendering - Graphics Features in UE 5.7.4 on Windows#1 crash for UE - Rendering - Graphics Features - Ray Tracing in UE 5.7.4 on Windows ...
FSkinnedSceneProxy's never get unregistered from the DynamicWind system In FDynamicWindTransformProvider::UnregisterSceneProxy, there's an early out that says: if (SkinningSceneExtProxy == nullptr ...
This is a common crash affecting users since at least the 4.14 release. It was previously associated with [Link Removed], however that has been marked as fixed. Source Context 221 void Veri ...