DESCRIPTION: When using the generate overlap events for a destructible mesh with Static Mesh or skeletal mesh that is not moving will not generate an overlap event to be triggered. So long as the me ...
Have attached examples of this in action, including breakpoints showing the FDateTime::Ticks count as zero. Also showed that this is an issue for the existing GetYear/GetMonth/GetDay methods (and an ...
When adding elements to an array inside a code class, blueprint instances of the class do not have their array updated after a hot reload. ...
When playing the user's project in editor vs Packaged, there has been different results for the enemies collision. When playing in PIE, you are able to fly through the enemies with no issues. When p ...
On first launch of an AR app with Android the camera passthrough will render black. This also happens if an app is minimized and re-opened. This will not repro if there is no candidate image assign ...
The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...
With a Render Target From Scene Capture 2D setup in a level , the motion blur settings from a global post process volume is overridden. Was investigating Scene Captures picking up Motion Blur when ...
A SkeletalMesh component will spawn in rotated when setting the skeletal mesh and simulating physics on Begin Play Adding a Delay between SetSkeletalMesh and SetSimulatePhysics will correct the iss ...
When using Voice Virtualization settings, if the Attenuation Volume becomes 0.0 do to Focus setting, Restart does not behave as expected on looping sounds. Both Disabled and Play when Silent do wo ...
When calling GetAllocatedSize() on a TBitArray it will round down the result of MaxBits / NumBitsPerDWORD. This means that not enough bytes are allocated when the MaxBits is not divisible by NumBi ...