UAIPerceptionSystem::UnregisterSource according to its documentation should treat Sense == null as targeting all sources, but the code for removing pending sources does not treat Sense == null as th ...
This occurs because ObjectPropertyNode.h will only check if a category is hidden for it and its subclasses. It should also be checking the parent's categories if it's an edit inline component. ...
If a level instance uses different runtime settings then it can override the main WP's runtime settings with UWorldPartitionRuntimeSpatialHash::ApplyCVars Runtime settings:GRuntimeSpatialHashUseA ...
The docs mention: "When a streaming Level is set to Always Loaded, it is loaded together with the persistent Level. It also becomes visible at the same time as the persistent Level. It ignores strea ...
When a nanite mesh moves, the shadow does not. ...
We’ve run into some unexpected behavior when combining SetGamePause(true) with Level Sequences. When calling SetGamePause(true) while a Level Sequence is playing, the visuals pause correctly, b ...
When closing ShooterGame on an iOS device, the application crashes due to "exhausting the real time allowance of 5.00 seconds". This issue is NOT a regression for //UE4/Dev-Networking as it is also ...
When a mesh is slave to a master mesh, its morph targets will flicker when Played in Editor. This does not occure with the same assets in 4.8. This has been reported by at least two different use ...
This is a regression: it worked correctly up to UE 5.5, but not in 5.6 or mainline latest. Possibly caused by CL 40093049. Class UNiagaraDataInterface provides virtual method GetFeedback(), which a ...
When a WPO (World Position Offset) object casts a shadow on a translucent object, the translucent object flickers continuously as the shadow passes over it. Initially logged as a 5.5/5.5.1 but also ...