Currently, the Control Rig Editor allows the user to use the "Instanced Struct" type, for example for a variable or function input/output. However, this type does not seem to be properly supported ( ...
When using low shadow settings there is a flicker that occurs when changing a camera FOV, the flicker will end as soon as the FOV has finished adjusting to the new FOV. This can occur when:Using a ...
We are getting multiple crashes on 5.8.1 when trying to use the cinematic viewport on Linux, the most consistent way it's been reproduced is by clicking on the blue frame number to the left of the c ...
The "servertravel" command doesn't function when running ShooterGame in Editor. A warning will show up in the Output Log: LogWorld:Warning: UWorld::ServerTravel: Seamless travel currently NOT supp ...
If ten or more of the same actor in a level have the "replicate movement" checkbox set to true, the editor will crash on PIE if the number of players is set to 2 (or with 1/2/3 players if dedicated ...
Animations are not showing proper length when converted to Montage. Up to 98 frames (AFAIK) when converted to Montage, the Montage will show the correct number of keys. However, a 100-frame anima ...
The modules file that is generated when packaging a plugin appends a number to the end of the .dll reference, similar to hot reload modules. This causes the reference to refer to a nonexistent file. ...
We're aiming to set up LT - action 1, RT - action 2, LT + RT - action 3 here. I don't think this is supported via chording at present. You'd need to handle it manually (probably via adding/removing ...
In UE4 (using DX11), WmfMedia was able to play .mp4 files by default. However, WmfMedia doesn't support playing .mp4s in DX12, which is what is used in UE5. Electra can handle playing .mp4s in UE5, ...
Tried every combination of LOD Selection Type, Nanite enanbled/disabled, the only way it would seem to get the full number of triangles from the source mesh into the merged mesh is to disable Nanite ...