Summary: Cached 3DGas Niagara system appears blocky in packaged game. Brought up by a licensee via UDN: https://udn.unrealengine.com/s/question/0D5QP00000a17A40AI/niagara-fluids-simcache-artefacts- ...
In Game Input, the buttons for different thumbstick and trigger digital events (i.e. RightStickUp, LeftStickUp, LeftStickRight, etc) can actually fire multiple times in a single frame, even though w ...
This is mac specific. I could do the export normally on Windows with the same Twinmotion CL and UE version (5.5 preview). It is also a regression specific to 5.5, since I've been able to export a d ...
Soft references to World objects (TSoftObjectPtr<UWorld>) cannot be directly created in blueprints. These types work fine in blueprints but cannot be directly created. The reason soft references are ...
Niagara GPU Particle Flickering at Certain Angles When the System Origin is Occluded. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 Preview 6 CL# 5439949, and 4.23 CL# 5533539 ...
Dynamically created render targets do not work as expected when packaged for windows. If it is replaced with a static render target, it works fine. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 ...
Ansel wont work if the same project is still open while running the packaged version. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 6574378, 4.23 CL# 6599617 ...
In Blueprint, binding a custom event to OnAssetPostImport and setting TextureGroup to UI causes the UE editor to crash. But if it sets to the other group like "World" or "Character", this crash does ...
Blueprints with a mesh call the UCS continuously when focusing the thumbnail in the content browser. This is easily visible with a Print String in the UCS causing log spam. This does not occur in ...