I found with a high density of foliage instances, you're able to erase some of them even when Erase Density is set to 1.0 ...
Customer-reported bug in TextLayout (AllowPerCharacterWrapping): Issue seems tied to bHasTrailingText handling in TextLayout.cpp (~line 694). The remainder handling after wrap inserts an extra break ...
Trying to set the screen percentage does not work when in VR mode. A user used an execute console command to run r.screenPercentage and it worked as expected until the user press Alt+Enter to engage ...
There was an issue in 4.16 (fixed in CL# 3437205) in which blueprint output pins would hold on to object references until the blueprint was destroyed. It appears that an additional fix may need to b ...
When creating a Post Process material in 4.19 with a Custom expression that uses FScreenSpaceData, material editor is unable to compile, and material renders incorrectly. This does not happen in 4.1 ...
From the UDN:When setting the PlayerController input mode to "UI Only", all game inputs are blocked/frozen to their current state, and release (ETriggerEvent::Canceled) is not called on them. Any in ...
This is a regression.This does not affect UE5. Creating a function with parameter type TEnumAsByte<MyEnum> will crash while compiling. In 4.26 and UE5 the code compiles without issue, and the user ...
In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...
From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...
World Composition is set up to actively manage when levels are loaded and unloaded. However, using this in network applications can cause clients to load levels instead of the server (if a client wa ...