Sequencer scripting will return the tick rate frame number for Get Playback Range instead of the display rate frame number. This differs from similar functions, and will result in unexpected results ...
FCoreDelegates::OnControllerConnectionChange works for wired connect/disconnect events as well as the wireless connect event, but wireless disconnect is not working. ...
When playing in PIE/camera moving from left to right, pieces of the floor grid are culled out when they are not supposed to be. I was able to replicate this issue, however after I brought up the c ...
The engine does not free the LevelRenderAssetManagers array elements in FRenderAssetStreamingManager when changing lighting scenarios. Following code can avoid this issue. void FRenderAssetStre ...
When snapping is disabled, the rotation gizmo never seems to stabilize. Continuing to hold the mouse down, even with no movement, will result in the rotation amount to continue changing by small amo ...
Spawning an actor that contains an AtmosphericFogComponent results in a crash in a packaged build. It doesn't occur in PIE, or StandAlone. ...
Translucent selection does not work on Niagara particles. This was working in 4.24. ...
The hashing on the start and end time marker does not always follow the marker when it's moved which is misleading and can lead to confusion about the actual start and end times. ...
When previewing an object, manually changing the rotation using the Lighting Rig Rotation rotates Environment Map and Directional Light in opposite directions. This bug makes it difficult to do look ...
When previewing an object, the lighting angles change between profiles; the lighting position at '0' will also change when the Lighting Rig Rotation is set to another value, then back to 0 again. ...