User widget object is returning invalid inside of a widget component ...
As described in the UDN question, some settings aren't forwarded correctly to the game instance in PIE during a functional test. Proposed patch attached. ...
When adding a RuntimeVirtualTextureOutput node to a Virtual Texture domain material, the RVT Output node overwrites any data being sent to the normal material node's output, which interferes with th ...
Expectations: The samples should only surround the lightmass importance volumes. Imagine if we build a 8K*8K map with lightmap importance volume at the corners of the map, even using stream levels ...
A SkeletalMeshComponent set to query only physics still interacts with collision. This is a regression from 4.21 Seems to be a side effect from a change to GetCollisionEnabled_CheckOwner ...
Moving from "float" to "FGameplayAttribute" is causing a test to fail. ...
A licensee wants to enforce YFov constraint for a game project by setting AspectRatioAxisConstraint=AspectRatio_MaintainYFOV in the config. However during playing the sequence, the value of AspectR ...
Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...
A sequence created in UMG appears to skip/ignore the first frame. If an event is set to fire off on the first frame of the sequence it will not fire. ...
After changing a rich text block to use a different style (from a data table) it will ignore the material applied to the the default text style and it will use the color instead. ...