Cast modulated shadows causes black screen on iOS with non-default FOV

UE - Platform - Mobile - Oct 14, 2015

Using a FOV other than 90 with Cast Modulated Shadows seems to cause a black screen and weird FOV issues on an iOS device, in 4.9.2. If the camera has FOV=90, it works fine on the iOS device. If th ...

Delete Assets dialog returns non-valid assets for the list of assets that can replace the references

Tools - Jan 31, 2019

The Delete Assets window's list of assets that are available to replace the references to an asset that is being deleted returns additional assets that are not valid replacements. The provided pro ...

If enable Preview Slot of non-default slot in AnimMontage, AnimNotify of AnimationSequence does not run.

UE - Runtime - Animation - Jul 15, 2021

The AnimSingleNodeInstance used in the AnimMontage preview does not consider multiple Slots. The following is a correction code. void UAnimSingleNodeInstance::SetAnimationAsset(class UAnimationAsse ...

Calling InstanceStaticMeshComponent::AddInstance in code causes the editor to crash when setting non-Zero rotation

UE - Graphics Features - Aug 9, 2016

Attempting to add an instance to an Instance Static Mesh Component at runtime through code causes the editor to crash. ...

Scaled Geometry Collection made from non-basic Static Mesh Crashes Editor

UE - Runtime - Deformable - Nov 14, 2022

Reproduced 3/3 times. So far tested with the Chair and Statue from the Blank Template Editor Default level. Error Reads as follows:Assertion failed: IsValid() [File:D:\build\++UE5\Sync\Engine\Source ...

nDisplay failed to launch with a user name account which contains non-ASCII chars

UE - Virtual Production - Tools - Switchboard - Jun 30, 2022

Copying an instance of a blueprint actor that has an extra, non-default element in an array does not copy that extra element

UE - Gameplay - Blueprint - Jul 16, 2018

Copying a blueprint instance that has an array does not copy any elements added to that array directly on the instance and only copies the blueprint's default array elements This worked in 4.13 and ...

Subobject instancing is broken and causes asserts when creating an instance of a blueprint class from non-CDO archetype

UE - Foundation - Core - May 13, 2015

When spawning an instance of a blueprint using an archetype that is not a class default object, child components will be attached to the template component instead of the instance. ...

Given specific, non consistent, network connections, replication of some data can result in incorrect values

UE - Networking - Nov 2, 2016

I appears to be possible to replicate a value and when the value gets to the client(s), it doesn't match what was sent from the server. In the project, ReplicatedActor is created by the Authority. ...

Promote to variable in a parent blueprint does not pass/preserve the non-default value in derived children blueprints

UE - Gameplay - Blueprint - Jul 11, 2018

When using the feature "promote to variable" on a pin that represents a value that is not an engine default (Example: Floats = 0.0, Booleans = False, ect..), that default value (for the variable tha ...