Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...
If a user connects to source control through the Git plugin and creates a repository, when they try to compile a blueprint, they can sometimes crash ...
In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...
Removing Pose from a Blend by Enum node can cause compile errors when a float is defining all of the blend times. ...
ForEachLoop doesn't iterate through all of the actors returned by the Get Overlapping Actors node. Note: You can workaround this issue by adding the overlapped actors to an array and then looping t ...
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 ...
If a user decides to use Tortoise SVN, the error messages given for needing to have things checked out is inconsistent. If there is a blueprint which references another blueprint, and the reference ...
As described in this UDN thread, the iPhone 7 manifests incorrect image aspect ratiohttps://udn.unrealengine.com/questions/403841/ios-arkit-portrait-mode-stretching-on-iphone-7.html [Link Removed] ...
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 ...
FKConvexElem::CalcAABB was ignoring the elements currently defined transform, and only scaling. This means that any actor that has a transform (not just Merge Actors) could potentially have very dis ...