Crash after removing frames in recorded animation. Reported in version 4.25.3 (CL-13942748) and tested in versions 4.24.3 (CL-11590370) and 4.25. Working as expected in 4.24. ...
Setting the Enable Collision checkbox to false in the static mesh editor does not alter collision on static mesh objects. ...
In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
Using MobileHDR on an actual MetaQuest device (MQ3 tested) causes an intermittent hang/deadlock in the splash screen. This hang in the splash screen seem to happen maybe 1 in 5 times. The first ti ...
When Blurring a Texture using Mip Gen Settings and setting the LOD Bias or Maximum Texture Size, the blur gets applied to the base Mip Level 0. This behavior is contrary to how it behaves when blur ...
If you create 3 curves in AnimSequence A and name them 1, 2 and 3 respectively, then create 3 curves in AnimSequence B and name them 4,5 and 6 respectively... In AnimSequence B you will not be able ...
When the user launches a packaged game for the Android S3 Mobile Devices, any BSP's that were in the level are not visible. Collision still exists, but they are not visible when playing. ...
When using a pawn blueprint, you cannot modify the value of a variable in the config files. This issue does not affect other kinds of blueprints, as this issue does not affect actor blueprints. Re ...
After disabling the defaults in Project Settings > Rendering > Default Postprocessing Settings, disabling all GlobalPostProcessSettings volumes, and setting the Post Process Blend Weight in the play ...