Selected option in combo box is not always fully in view. In the example the selected option (highlighted in yellow) can end up almost completely out of view when navigating through the options of t ...
When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
When Global Illumination is set to “None” in the project settings the ambient occlusion does not correctly render shadows for moving objects. This has been observed in versions 5.4 and above. ...
After adding a new Camera Actor Component within Blueprints to an existing Spring Arm Component, the Camera Component adopts the location settings , but does not set its location within the viewport ...
In a packaged local multiplayer game, input from a second gamepad is not detected until the game window is clicked with the mouse. The first gamepad input is detected as expected. ...
The World Outliner doesn't refresh after Seamless Travel. Enabling any of the View Options will refresh the list to properly show the actors in the current level. Reproduced in 4.7.6 binary and Mai ...
When playing matinee, scrubbing can cause sound to keep playing when it isn't triggered Note: This was entered as a bug to re-work the fix from the pull request found here: [Link Removed] ...
Using console command 'RecreateLandscapeCollision' resets collision in areas that landscape hole materials have been placed. Workaround: paint new hole material to re-remove collision from areas w ...
In the Mannequin's default third person animations, the root bone is rotated Z forward/Y down resulting in IK's for hands and feet not aligning correctly. The result being that the joints that are ...