I was not able use the 'Draw Material' node function in conjunction with 'SceneColor' within the HUD Blueprint. However, as soon as I deleted the 'SceneColor' node within the material editor, I was ...
There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...
Issue has been observed in 4.19.1 from EGL and Main CL 4027311. Per licensee: We recently switched from UE 4.18 to 4.19, and noticed several issues when doing offscreen rendering. To illustrate th ...
The server is not seeing the correct walking animations on each of the clients and after doing some digging, we found that the Pawn->GetVelocity() function is returning something drastically smaller ...
Licensee's project requires the bEnableExceptions flag to be set to true in the Build.cs file. The build compiles for Windows, but when attempting to package for Linux they get these errors: Proce ...
When creating a new Blueprint Class based on an Actor parent, If you navigate to the Actor's event graph, and right click on the editor blank space; type "Assign on Destroyed" and select "Assign ...
This issue only occurs with -audiomixer passed into the Engine (4.23) and in 4.24/4.25 where it is enabled by default. The user tried deactivating and reactivating Time Synth component to pause it ...
The heightmap and weightmaps were created using Terresculptor, and exported in the correct format. If you import everything except the layermaps, the landscape is generated and the layers can be pai ...
In UE 5.5 (and earlier versions), FCollisionResponse::operator== has incorrect behavior where it will detect that two collision response containers are identical if they have the same number of entr ...
Problem Under laggy networking conditions, if the user rapidly presses the jump button the character can at some point stop responding to jump input. Initial Thoughts It looks like there's a logi ...