Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level. The licensee has encountered this in Unreal 5.4 and ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
Context AController has a blueprint assignable delegate that fires when the possessed pawn changes. This should fire in both singleplayer and networked games. The bug is reproducible in single play ...
No user comments in crash group 208 check(Layout.ResourceOffsets.Num() == NumResources); 209 210 for (int32 i = 0; i < NumResources; ++i) 211 { 212 ...
User reported issue on UDN, steps above and project attached. ...
In the UE5 case, we end up seeing very harsh lines in both the gradient and the distance to nearest surface examples whereas the results in 4.27 appear smooth. It was also interesting to observe c ...
No user comments in crash group 177 ERHIFeatureLevel::Type FeatureLevel = View.GetFeatureLevel(); 178 check(Material.GetRenderingThreadShaderMap() && Material.GetRenderingThreadSha ...
As soon as the widget was visible on the node/display at least once all nodes/displays receive the button press and correctly increase the counter. Therefore it seems like the widgets are only initi ...
When running in the Editor, actor owning a UCameraTestComponent that sets DesiredView.Rotation Pitch below -90 or over 90 will attach to the Editor Camera as if it was being piloted. The licensee re ...
Packaged plugins that are added to projects that were made with an Engine built from source code will indicate that the plugin .dll needs to be built. If the plugin was created and packaged using a ...