The tool tip for 'Is Hidden Ed' states "Returns true if the actor is hidden in the editor viewports" but it only actually flags true if "Hide Selected at Startup" is selected for the actor. Therefor ...
Using 2 Finger Click + Drag to rotate the Viewport camera does not provide the behavior that is described in the documentation. Instead of rotating the camera in place as the documentation describe ...
Collision preset setting is not reflected correctly in case of original class inheriting Primitive Component. Probably the cause is UPrimitiveComponent :: PostLoad (). Since FCollisionResponse :: U ...
We can see refraction gets distorted after we have a bigger PDO value, and it's not because the depth is more shallow, but looks like some kind of scene color texture lookup error. Also, not sure i ...
Reproduced 3/3 times. A similar bug occurred with PhysX ([Link Removed]) Check the function: FVector FSimpleAerodynamicsSim::GetCombinedForces(float VelocityIn) if the velocityIn is negative, th ...
TRange::Difference function does not handle bounds correctly, causes crash in the sequencer when "Trim And Preserve Left/Right" is used in the user's example project. User provided a potential fix: ...
The customer provided reproduction steps and a trace file that crashes Insights. From the customer: manually placing if (!CurrentGraph) Unknown macro: { return; } nullchecks in RenderGraphInsi ...
A level blueprint that has blueprint functions on keybound events freezes and crashes when in PIE and save is pressed. Frequency: 7/7 Crashreporter: [Link Removed] Note: If all level blueprint n ...
If a user manually created a UBehaviorTreeComponent for his custom AI controller, but forgets to set AIController.BrainComponent to point at that BT component then a fair amount of assumptions break ...
ForEach 'Enum' node returns incorrect enum values User Description: The For Each loop and Byte To Enum function return weird things. The same outputs happen with the Byte To Enum, depending on wh ...