Crash occurs when the user changes a variable in the animation blueprint, and then undo's the change. Note that this occurs with any variable being used, but the callstack will be some what differe ...
During lookdev, I use a post process material to bring reference images into the engine to compare against my work. The goal is for the reference image to not be touched by any of the Unreal color ...
Widget components appear to be affected by lighting. This causes differences in color between widget components and widgets that have been added to the viewport. ...
Get Input Touch State produces incorrect vector position when using it on Android. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4395058) ...
When resetting the controllers orientation by holding the oculus button the camera will reset to its original orientation along with the controller. This appears to be a regression: This did not h ...
When using Runtime Virtual Textures (RVT) on landscape in UE 5.5+, nearby tiles may remain blurry (low-resolution mips) after launching PIE or making large camera jumps (e.g. via bookmarks or viewpo ...
I've attached a project with the necessary materials that demonstrate this issue. I would expect that just because a Set Material Attributes node is inside a material graph it wouldn't affect the de ...
Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...
SplineMeshComponent's collision will start to distort the longer the Spline becomes This is a regession. It was working in 4.13.2-3172292 User Description: When drawing out a long spline mesh ( r ...
Assertion failed: InputOboeStream != nullptr when changing levels with Android voice enabled User was able to workaround the issue by replacing Audio::FAudioCaptureAndroidStream::CloseStream() wi ...