r.MaxAnisotropy does not work in editor

UE - Graphics Features - May 21, 2021

Setting r.MaxAnisotropy by console in editor has no effect on texture sampler's MaxAnisotropy. If the startup value of r.MaxAnisotropy is 8, then the MaxAnisotropy is always 8 no matter how  r.MaxA ...

Force Feedback Components continue to apply when game is paused

UE - Gameplay - Input - Mar 5, 2021

Looks like this was introduced as part of PR#5337 [Link Removed]. It forces bProcessFeedback to always be true regardless of the paused state.  ...

Gamepad_Special_Left is bound to different buttons on Windows and Mac for P.S4/5 Controllers

UE - Gameplay - Input - Apr 20, 2022

On Windows: Gamepad_Special_Left is triggered by pressing the touchpad button On Mac: Gamepad_Special_Left is triggered by pressing the "Share" button ...

Crash when deleting function referenced by instanced object.

UE - Editor - UI Systems - UMG - Aug 26, 2022

Instanced properties do not update in actors placed in a level that is not currently open

UE - Gameplay - Blueprint - May 17, 2023

The user is specifically having a problem with TArray<TObjectPtr<>> however I have also reproduced this error using a single TObjectPtr<>, raw uobject pointers & all three previous methods within a ...

Attached Gameplay Cues with decals that override SetFadeOut will destroy their target actor on fade out

UE - Gameplay - Gameplay Ability System - Jun 27, 2023

Burst GCs will destroy the target actor if you attach them to the target (FGameplayCueNotify_PlacementInfo::AttachPolicy) and override the decal fade out (FGameplayCueNotify_DecalInfo::bOverrideFade ...