The windows mouse speed settings appear to have no effect on the panning speed in blueprint. ...
Passing a blueprint array as an argument to a C++ function causes a spike in Frame rate, game and GPU. This spike is noticeable when using UnitGraph. Attached screenshots show difference in UnitGr ...
Original Repo is from 4.27, however, it still happens in 5.2. This is happening because the Instance Data system does not update the field UPrimitiveComponent::CustomPrimitiveDataInternal from the d ...
The source of the problem seems to be using IOptionsSnapshot with a Singleton. Per the MS documentation for IOptionsSnapshot, "Is registered as Scoped and therefore can't be injected into a Singleto ...
A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...
When using Chinese characters in Blueprints, it will almost always see a crash when saving the project and PIE. This only occurs in the 4.6 release build. It does not occur in Main. Crash Report: ...
When a user changes any properties (for calling PostEditChangeProperty ) in parent static mesh or restarting the editor, the modified mesh is applied correctly. how to reproduce: [Link Removed] ...
Reflections do not receive SkyLight leakage contribution from a static SkyLight when static lighting is disallowed. This is caused by the function UpdateSkyIrradianceGpuBuffer checking if the SkyLig ...
When a mesh has its collision updated during runtime the navigation around the mesh does not update. Workaround: If the mesh is set to simulate physics then updates to its collision will update nav ...