Creating a local variable inside a Blueprint Function with the same name as a replicated property of AActor (for example, “Role” or “RemoteRole”) and then using a connected Set Variable node for it ...
When you set bShowMouseCursor to false in a Standalone or packaged game while Default Viewport Mouse Lock Mode is set to either Always Lock or Lock on Capture, the cursor will become locked in place ...
Sequencer animation stutter when using Run Dedicated Server causes character to drift. This doesn't happen when "Run Dedicated Server" is disabled. Licensee Description: We are having an issue wit ...
Crash occurs in the updated Physics Asset Editor if you LeftClick while moving a ragdolled asset during Simulation. This is a regression from 4.17.2 User Descriptionsin the new physics asset edit ...
One comment from user in crash group:checking out using source control 107 bool bGPUAlive = GDynamicRHI->CheckGpuHeartbeat(); 108 if (!bGPUAlive) 109 { 110 ***** ...
When resizing comment boxes, the edges/corners do not follow the cursor precisely, especially when the cursor is moved around quickly. On Windows, the cursor will either get ahead of the box or ins ...
Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
From the linked EPS case: ---------------------------- In UE 5.7 there were some changes to how Enum member names are stored. This change introduces an assert when cooking using the Editor Debug e ...
We are running into an ensure that is triggered when CVarEnableVRS.GetValueOnRenderThread() is called on the game thread from FVariableRateShadingImageManager::IsAttachmentVRSEnabled. This happens ...