The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...
Deleting a project from the Epic Games Launcher will also delete any files that are located in external folders that the project includes via symbolic link. In this case the only thing that should b ...
When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame. In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...
When using Precomputed Visibility in conjunction with HLODs and translucent materials without them culling actors occluded by the translucent material. The example gif attached shows that the base ...
We have found an issue where children of editor-only actors get wrong transforms in PIE and cooked builds when placed inside level instances. This affects both engine version 5.5 and 5.6. The issue ...
Binding a function in code to OnComponentBeginOverlap, OnComponentEndOverlap, or OnComponentHit does not trigger the bound function from code. ...
If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...
This is a regression Tested in: //UE4/Release-4.27 CL18319896 Binary //UE5/Release-5.0-EarlyAccess CL16682836 Binary Under the same conditions in UE4 the On Hit events fire accurately and as expect ...
When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...