This is a trending crash coming out of the 4.17.0 release User DescriptionsIt Stopped when I tried to place a mesh in thrid person. Source Context 164 if (GEditor->GetSelectedComponentCou ...
This is a common and longstanding assertion that has occurred since at least the 4.13 release. User DescriptionsI was messing with a sequencer's camera settings (not playing back, but active) and c ...
Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors Changes needed for / issues found with each emitter:A ...
Character velocity is registered while walking against physics objects and vehicles User description: I'm trying to rely on velocity to know when an actor is moving so that i can stop the walking ...
This problem is caused by an incorrect calculation of the number of chunks in the read request. Here is the workaround applied by the licensee : int64 FSignedArchiveReader::PrecacheChunks(TArray<F ...
This is not a regression. Tested in //UE5/Release-5.1 CL23901901 Editor crashes with an assertion after interaction with an Instance Static Mesh component that is in a locked level. This doesn't af ...
Target Rotation of Physics Handle doesn't register and can't be manipulated on tick User Description: I mentioned some versions before that rotation of Physics Handles is broken and now it is even ...
When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...
When a capsule collider passes from the top of one piece of geometry to another that is very close the OnHit event doesn't fire. I have attached a project that demonstrates the issue in 4.23. A vid ...
The Spawn Actor from Class node outputs an Actor reference when a Select node is attached to the Class input, even if both options are of the same child type. For example, if two Characters are the ...