Setting the world origin will not update existing Niagara particles. ...
When getting the resolution scale information from the game user settings the values will change depending if you are in PIR or standalone. This issue will also return different values if you run t ...
When editing multiple Blocking Volumes in geometry mode, only one Blocking Volume will properly update it's collision. This seems to just be an update issue. Moving or editing any BSP will cause t ...
When driving across a vertically moving platform, the user can noticed that the vehicle will stutter and slow down once it starts moving, and as they drive across, the wheels will jitter as well. ...
When recording a checkpoint, it is treated as an initial replication, as all the changed properties since the channel was opened need to be recorded. This normally results in any initial only proper ...
If a user declares a UFunction with the exec specifier, the UHT will add a call to that function so that it can be used as a console command in the editor. This becomes an issue when the declaration ...
If an Actor that initiated a dynamic force feedback is destroyed, the rumble will never stop. ...
In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...
If the TEXT("") portion of CreateDefaultSubobject is changed then the name of the component will update in the main viewport details but will not update inside the blueprint based on the class. ...
Since the contents of a ListView are virtualized, the ListView estimates the size of the scroll box's contents based on the on-screen elements. This can lead to some situations where DistanceFromBot ...