Custom Mesh Component > Get Component Bounds gives incorrect bounds > Box Extent User Description: [4.16.1] Using "Get Component Bounds" on a Custom mesh component gives unusual numbers for the Bo ...
There is an issue that occurs where changing the scalability settings via the game script during play saves the values for the editor, but when the game is played a second time, the settings visuall ...
Using the meta specifier MustImplement will cause the associated dropdown to only list classes/blueprints that implement the provided interface. If a blueprint has not been opened/loaded in the edit ...
When you are using a Custom Widget, changing the cursor setting does not change cursor during PIE or packaged games. only changing the cursor options in the original widget fixes the issue. This iss ...
When attaching actors via the world outliner, there is an issue occurring using the visibility option, actors attached via the world outliner do not follow the visibility of what they are attached t ...
There is an issue with selecting multiple meshes that are children of different scenes when the scale is different than the default. moving the static meshes together causes them to move at differen ...
When OpenGL ES 3.1 is enabled in Android Build settings, device prompts user to choose to "Allow ARInvertColor to take pictures and record video". If allowed, colors are inverted by the camera. If ...
(Enduring Games) Please see UDN - Case includes project and potential fix from customer. Need to verify that it does not affect other parts of the volumetric composition. bHasValidSamples is the sam ...
Regression: Tested in UE5/Release-5.0, the issue does not occur so it is a regression. This issue appears to be effecting Blueprint Actors specifically, as creating a Blueprint of any other class d ...
It appears that only custom event nodes support a deprecation message. In fact, we need all nodes that use delegates in some fashion to support a custom deprecation message. Both UK2Node_ActorBoundE ...