It looks like adding keys through the details panel only works correctly for the first selected actor in the world outliner. WORKAROUND Auto keying seems to pick up the multiple edits as expecte ...
There was no problem in UE4. It can be fixed on UE5 by the following workaround.console command 'r.Editor.Viewport.MaxRenderingResolution' set 'Realtime off' on viewport ...
When a Blueprint asset is reloaded, we are currently serializing its CachedDependencies list during the discovery of potential referencers. This can lead to incorrectly treating all dependencies as ...
When using a virtual texture sampler for a thin translucent material, and that material occludes other objects that sample virtual textures, the occluded objects don't stream their VT. ...
When spawning Pawns with a StaticMeshComponent with SimulatePhyscis=True, they occasionally may not simulate physics. This can be reproduced by simply repeating the respawn. The frequency of reprodu ...
This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Retainer Box does not propagate Visibility settings to children. Setting Canvas visibility to 'Not Hit-Testable (Self & All Childre ...
Moving a SmartObject inside of the level shows that the slot debug view is moved along with the SmartObject, but when PIEing the AI react as if it has not been moved/rotated. You must click Rebuild ...
A licensee has reported that Pawns that are loaded via a runtime Data Layer are unable to be perceived automatically by Pawns that are not part of a runtime data layer. However, data layer Pawns can ...
Observed by a licensee: [Link Removed] When a material instance points to a material, and the material is edited to change a texture and the material and material instance are saved, the material i ...