When a StaticMeshComponent has a scale component of zero in WorldSpace (after accumulating with the hierarchy from the root to it), function UPrimitiveComponent::OnCreatePhysicsState() logs the warn ...
CommonListView requires its EntryWidgetClass to implement UserObjectListEntry. This requirement is correctly enforced by the Entry Widget Class dropdown, which filters out widgets that only implemen ...
Changing bIsSpatiallyLoaded can cause an Actor to be duplicated during Play-In-Editor. As described in the steps to reproduce, if we keep swapping bIsSpatiallyLoaded state and save a Streaming Level ...
In UE 5.3 and later, assigning a Sprite Atlas Group to a UPaperSprite asset can cause the editor to hang and eventually crash. This behavior has been reproduced in 5.3, 5.6, and a recent UE5-main so ...
On the client, NotifyBeginPlay is triggered via AGameStateBase::OnRep_ReplicatedHasBegunPlay. However, if a replicated actor is waiting on its initial replicated state to be received and applied (bA ...
It seems this can happen if the timeline component on the client receives an update from the server for the final position of the timeline, causing it to be set as no longer playing before it has a ...
When a UWidgetComponent has its widget assigned dynamically at runtime using CreateWidget and SetWidget, drag & drop operations fail in Standalone Game and packaged/game builds, while working correc ...
This is a regression, here's the repro in FN/Main (48954958) : [Link Removed] And now in UE5.7 (48496583) : [Link Removed] ...
When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...
In 5.8, after entering PIE, the editor will start doing two SceneRenders per frame. This dramatically drops performance. Presumably this second render is for the inactive / unfocused editor viewport ...