This issue may have occurred due to a refactoring of the related functionality during the engine update from version 5.4 to 5.5. The main reason is that the randomization of BatchColor doesn't work ...
Consider a Niagara Function Script containing a Static Switch node with the "Expose as Pin" option disabled for its selector variable. When the function is called by another Niagara Function or Niag ...
Can attach actors to each other through the use of sequencer even though actors are in different levels which leads to crashing when saving and changing levels F3DAttachTrackEditor::IsActorPickabl ...
Importing a skeletal mesh fbx from blender and setting the Import Uniform Scale option for the mesh to a higher value, like 100, results in only one of the meshes being scaled while the other is lef ...
It is believed that soft references resolved during runtime, point to the edit time instances of actors instead of the runtime instances. This issue does not reproduce when it is called from an Inp ...
When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...
When you remove an axis mapping using a specific key it will remove all mappings even if they have separate scales. The user found a fix that I verified that worked. In "InputSettings.cpp", which i ...
When a child actor passes a string to it's parent's overloaded constructor using an overridden function that returns a string it won't receive the correct string. I have verified that the correct fu ...
The FailsafeArea of NavModifierVolume is generated at a different location from the center of the actor when it rotated. This means that the effect of rotation is incorrect. (see attached file) W ...
Saving a map will always resave the map's BuiltData, even if the BuiltData hasn't been marked dirty. Changes were made to avoid marking it dirty for [Link Removed], but the call to SaveWorld in FEdi ...