From user: "I believe the issue is deal to the implementation of FAndroidOpenGL, there is no overriding of FOpenGL::SupportsMapBuffer(),which always return from the base FOpenGLES2 method and it is ...
At a licensee, I discovered a problem where Blueprint-created array and map properties are not correctly propagating the ContainsInstancedReferenced property flag. This means that if you create a Ma ...
"We are trying to add required Game Center assets to our Apple TV project. We are using the source code version of UE4. It seems that the editor UI does not support adding the Game Center leaderboar ...
FSoftObjectPathCustomization and SPropertyEditorAsset do not support multiple actor classes in the AllowedClasses list. The ObjectClass is only set in FSoftObjectPathCustomization if there is only ...
In 5.5, there is a regression with baked lighting where static lights become stationary lights when a level is hidden and then made visible again. This happens in packaged builds and shows up as sta ...
Regression: Tested in Release-5.0, this issue occurs so it is not a regression. This issue was first reported using the Automotive Materials assets, as the Anisotropy material on MI_Metal_Brushed w ...
When the trigger is duplicated, the contents of its OnActorBeginOverlap MC delegate are copied, which contains a reference to the BP actor that added the binding to the original trigger. Marking th ...
Changing and compiling a custom struct in C++ will break behavior of Make/Break Struct nodes in blueprints if the blueprint is saved after the compile. Regression: No - blueprint fails to save afte ...
Reported in SF [Link Removed] Lumen Panorama renders in 2025.2 may appear overexposed compared to the viewport, or when comparing the same render produced in 2025.1.1 This only appears to occur wi ...