Using the Merge Blueprints feature crashes the editor. This repro is for clicking between the error and warnings while merging, but the editor will generally crash if the Merge is finished or if an ...
Renaming a shot through the shot track does not change the name of the underlying asset, and causes it to no longer match when looking for takes ...
When playing the user's project in editor vs Packaged, there has been different results for the enemy projectiles and how they are shown on the screen. When In editor, any enemy projectile will dama ...
Users with GNOME Shell installed have reported having issues with multi-monitor support when the monitors are not equally sized or the same aspect ratio. If the application is moved from a smaller ...
When trying to create a widget with specific steps, the drawing order may not be correct. This is not reproduced when Global Invalidation is disabled, and the state can be restored. This issue is pr ...
In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...
When using a capsule component for the character with CCD enabled there can be a force that pulls or pushes simulated meshes that are never touched by the capsule. Demonstration video attached. As ...
In AbilitySystemComponent_Abilities.cpp, the check for the client being on a different section on line 3059 checks that the RepNextSectionID is not the current section. One would assume this is beca ...
Note: This repros on 4.27 and all 5.x versions. When using the mobile renderer and/or forward shading, Planar Reflection will simply not work if the reflection plane normal has components that add ...
When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...