When the editor is open behind another window and the mouse hoovers over objects and options in various submenus, objects are still highlighted in the editor. ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
A cube constrained to a physics actor will start to jitter uncontrollably when interacted with. (see attached media and repro steps for more details) Tested in the following //UE5-Release-5.3-CL ...
If an actor contains multiple primitive components, it uses all of them for calculating navigation bounds even if some of the primitives are not marked as navigation relevant. Toggling navigation re ...
When a project is first created following the Setting up UE4 to work with SteamVR docs, the Vive camera works correctly and will display at the correct height. However, if at any point during develo ...
Enabling Energy Conservation on Material makes Clear Coat Material look weird in Preview. It looks fine in the Level Editor, but not in any "Preview" type viewport (Material Editor, Asset Thumbnails ...
Two conditions for this bug to appear:The new actor class we are re-parenting to overwrites the root component in C++The map is not loaded while re-parenting No current workaround other than to rep ...
For unknown reason, the header of BP_Parent is included twice. The second header is located after the .generated.h, causing the compile error. The following is the include section of BP_Child__pf1 ...
On file [Engine\Source\Runtime\AIModule\Private\EnvironmentQuery\EnvQueryManager.cpp:812], function UEnvQueryManager::CreateQueryInstance() uses StaticDuplicateObject() to create a new UEnvQuery* (d ...
The FKey structure represents a user action input such as a keyboard key, a mouse button/wheel, or a gesture in VR. For the keyboard, it can represent any pressable key, such as letters, numbers, sy ...