This issue has been reproduced in UE 5.3 to 5.7 and source versions. A repro project is available. Below are the findings from an initial investigation of the problem. Normally, when a UserWidget p ...
When useing marquee select on controls in the rig, their on screen size determines how likely they are to be included in the selection which isn't a reliable enough method for animators. Our workaro ...
Geometry Collections (GC) built with "Use Root Proxies" rendering/transform positions ignore the original root node rotation and can lead to unexpected behaviors. If the root node of the GC was rot ...
When we have Vectors in BP with Show 3D Widget enabled, the Transform Widget would always snap back to the Actor after we move the 3D Widget in-world. [Link Removed] Removing the _DaySequenceActor ...
When using a mesh variation node within a macro instance script, the material slot name of the input mesh is not transferred. On the generated mesh output, the material slot name is "None" ...
ULocalPlayerSaveGame::AsyncSaveGameToSlotForLocalPlayer was designed to properly support multiple in flight requests at the same time, but the current code does not work correctly and this can cause ...
The details are in the EPS : [Link Removed] ...
In: void SunAlphaPS_Mobile( float2 InUVs[8] : TEXCOORD0, in FStereoPSInput StereoInput, out HALF_TYPE OutColor : SV_Target0 ) { OutColor = SunUnBias(SunShaftAndDofTexture.Sample(SunShaftAndDo ...
When using the Enhanced Input Context, the Input Touch Hold trigger does not reset correctly after releasing a touch input. Unlike Mouse Hold, which keeps firing Canceled events as expected, Input T ...
We are using Mutable and right now we can't overwrite already baked SK instances. This occurs when, we have a set variation for a character and we address a feedback on one of the used skeletal mesh ...