While in the Editor with a Mac the user can press either Cmd+W or Cmd+Q to exit. The user on AnswerHub is reporting that the Cmd+W should close an active window or tab, where as the Cmd+Q keybinding ...
Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
After opens the preloaded level using Asset Manager, opening another level before unloading the level will crash. Because AssetManager holds FStreamableHandle of the level, garbage collection is no ...
The prompt window that appears when a project is converted from one engine version to another will "approve" the conversion even if the red "X" is pressed to close the prompt window. ...
Shots have little visible indication when they are overlapping. This can cause some visual confusion as to why events and spawnables from a shot that looks like it should end are still triggering ...
Replicated properties defined in an actor component blueprint are not being replicated because UActorComponent::GetLifetimeReplicatedProps isn't adding the blueprint properties to the OutLifetimePro ...
A licensee reported some of their particles disappear when setting the actor's custom time dilation 0. This seems to happen when a particle is using PSA_Velocity as Screen Alignment. This repros in ...
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 ...
Creating a code component class and marking the UCLASS() macro with meta=(BlueprintSpawnableComponent) does not allow the component to be used inside blueprints. Workaround: Adding ClassGroup=( [Gr ...
A licensee is reporting incorrect or over exaggerated loss of specularity on the Subsurface skin shading model when shadowed by indirect capsule shadows, and then modifying the r.sss.checkerboard se ...