The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script. ...
User does not change anything in Client Play Camera Shake. Reproduced in 4.8 and Main (//depot/UE4/Promotable-CL-2581498). This is a Regression: it works as expected in 4.7.6 ...
The crash happens when SetState is called inside the function bound to OutputAnimationPose’s OnUpdate in the animation state. This way of using Set State node is the same as shown in the official do ...
The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...
Plugging an Add node which adds a constant value into a Nanite Pass switch node results in derivative ops to be detected where there should be none (which show up as red in the No Derivative Ops deb ...
Changing the properties of M_Glass and M_Metal_Copper to two sided via the property matrix crashes the editor to desktop. (Note: M_Glass with ANY of the M_Metal Materials except M_Metal_Chrome will ...
Physics enabled Child Actor components that spawn with with a delay, always spawns at world origin **This is a regression. It was working in 4.11.2 Could also be related to: [Link Removed] User D ...
Starting in Unreal Engine 5.4, StaticDuplicateObject internally switched to using Unversioned Property Serialization (UPS) for performance reasons. However, UPS assumes the source and destination ob ...
When using Trace Complex in a LineTraceByChannel node does not give accurate results when object is simulating physics and scaled. The scaled root mesh in the BP will only register its collision rat ...
When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...