In UE 5.7.2, when moving a Landscape Component to a sub-level using Landscape Mode > Manage > Move to Level, the proxy transform is not synchronized with the root Landscape when the KeepWorldTransfo ...
When the mouse cursor is shown, and you press eject in the viewport, you can no longer rotate the camera while holding right click and moving the mouse. If you hide the mouse cursor using the Show ...
When doing overlap tests in PrimitiveComponent, UWorld->ComponentOverlapMulti is used. The callstack for that ends up looking like this (callstack is inverted, highest level on top): UWorld::Compo ...
Licensee says that adding multiple InstancedStaticMeshComponent instances can be very slow (main bottleneck being the physics building). I think there's a good case for a method something like: ...
Not a regression. Tested in: //UE4/Release-4.26.2 CL15973114 Binary - Reproduced //UE4/Release-4.27.1 CL17735300 Binary - Reproduced //UE5/Release-5.0-EarlyAccess CL16682836 Binary - Reproduced Fro ...
The workflow above is generally used to pull out key poses from a mocap performance. It works on 5.0. It can be simplified for QC into this:add some animation keys to your rigged character in Sequ ...
When creating a UserWidget and creating a process to receive input events with Enhanced Input, input events may be generated multiple times in duplicate. To reproduce this problem, create a Widget a ...
Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...
UE4Editor does not open when there are no audio input or output devices available. The editor hangs at 83% after it initializes the AudioMixer. This issue looks like it was caused by CL 4396954. Et ...
Bulk compiling more than one Blueprint class asset without incurring a garbage collection pass in between each compile can result in a crash during reference replacement, as serialization may end up ...