When running in windowed fullscreen mode in a standalone build r.vsync 0 is not respected and the game always runs at a locked 60fps. When the game doesn't have focus, for instance when you press Wi ...
See the UDN for sample project. This is caused by the Editor Python sample not using the UMoviePipelineQueueSubsystem, which (when rendering) blocks the Sequencer from auto-binding to PIE. The fix ...
Regression: Tested in UE5/Release-5.0, this issue does not occur and is a regression. This issue occurs when packaging for Android ASTC, ETC2, and DXT. Packaging with Support Vulkan enabled results ...
We've had a couple of reports of the recently added session/client id checks in the StatelessConnectHandlerComponent failing when using SteamSockets. The connections fail with the "Rejecting handsha ...
User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...
The licensee reported this happening on the following cards with the latest driver versions: ● RX 6600 ● RX 5700 The Licensee reported it did not happen on these cards: ● RX 580 ● Non-AMD cards Our ...
Depth of Field, with "r.DOF.Recombine.Quality = 0" will adjust the size of the depth in focus based on screen percentage. This might be related to over-fitting from the tile classification, because ...
Cutting two tracks in sequencer, which one is attached to another one, and pasting it break with Attach track. By this operation, Attack track loses its binding object. Copying such tracks and paste ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
When a vehicle is on an uneven surface, the physics that are handling where the wheels should be placed is resolving sporadically, causing noticeable jitters and sometimes flipping. Regression?: Ye ...