The view and work range scripting functions use float values for their seconds, which leads to precision issues, as these values are stored as doubles. ...
From https://github.com/Oculus-VR/UnrealEngine/issues/60#issuecomment-544537005 UOculusNetDriver::LowLevelSend was modified to take an FInternetAddr pointer instead of an FString (due to the same c ...
It appears that MRQ does not actually add the pass that updates the Water Info Texture in the WaterZone actor. If the Skylight is set to "SLS Captured Scene" and does not capture every frame, then t ...
Actors that are spawned from blueprints will no longer have their instigator automatically set to the instigator that spawned them. This is a regression in 5.5, because in 5.4 and earlier a null Ins ...
Certain values for the PostProcessVolume do not revert back to original values after tracks are deleted from sequencer when in Allow Sequencer Edits Only mode ...
Reference UDN as it explains well the cause of the issue. ...
This is a regression that was introduced alongside a memory optimization for Animation Blueprint assets. Suggested workarounds:Disable "Async Loading Thread Enabled" ORDisable Blueprint nativizati ...
Workaround:The blueprint macro had a cast from the enum to an int and that was causing the issue, getting rid of the cast and just returning the enum and then changing all the places that were usin ...
The editor crashes when the user removes the replicated uproperty from a variable and tries to hot reload while a PIE session with two players is still active. This issue was found while trying to ...
The Material should be contracting and expanding if it is working correctly, but after version 4.16 it is not. Instead it is solid in appearance in the material editor viewport. Below I have linked ...