RepNotify variables passed by reference to a function or macro that then change the value of the variable do not trigger the OnRep function on the Server. This is inconsistent with the behavior with ...
Custom depth does not render on static meshes converted to blueprint without render custom depth option enabled. This issue does not affect objects that are added as a component to a blueprint. To w ...
Planar Reflections have noticeable gaps in the reflection of the exponential height fog for the scene that will flicker as the camera moves. Attached ipa link and test project. [Link Removed] Te ...
There appears to be a memory leak when you PIE and then exit PIE. Users are reporting that each time they PIE, their RAM usage jumps up, say, 10MB, then when you exit PIE, it only drops down 5MB. ...
Selecting all actors and copying receives "Actor [name] is referenced by another Actor, do you really want to delete it?". This seems to only happen if one of the actors is referencing another actor ...
Startup movies are not being copied to the Content/Movies directory within the Content Browser. This can be confusing to users as it is not editable, but still functions correctly as a startup movie ...
After calling Seamless Travel, actors in the level will not be in their original positions. The example provided by the licensee had a different result: the actors, despite having Start Awake disabl ...
Projects crash when the following Project Settings are set: • Vulkan is enabled • Vulkan is the Default RHI • Forward Shading is enabled • AntiAliasing Method is set to MSAA The different engine ve ...
Calling SetActorLabel causes an actor's components to return to default states when called from a client accessing a listen server outside of main editor process. Note: User posted code linked to ...
When implementing a USceneComponent in C++, one may want to add one or more internal UObjects to hold some data or perform specific tasks (this is also done by several UE built-in components). These ...