In UE 5.5 (and earlier versions), FCollisionResponse::operator== has incorrect behavior where it will detect that two collision response containers are identical if they have the same number of entr ...
Branch Build Label UE4-Main Promoted-CL- 2270796 DESCRIPTION: If a player goes into geometry edit mode and flips a bsp then makes a copy of it the copy will appear invisible ADDITIONAL NOTES: A ...
When playing in editor is running at a lower fps (<20) there is very noticeable input delay that wasn't present in 4.27.2. Works correctly while playing in Stand Alone or Packaged. Tracked this iss ...
Mirror Data Table is added rows about Bone, Curve, Notify when creating. But SyncMarker is ignored. The following codes can fix this issue. Engine/Source/Runtime/Engine/Private/Animation/MirrorDa ...
USplineNavModifierComponent was made available in UE 5.4. It generates several FAreaNavModifier instances covering a region with a certain thickness around a USplineComponent, and worked correctly u ...
Priority note: 3 licensees requested so far Fortnite and some licensees have requested this feature, but it is a nice to have and has not yet been high enough priority to implement. Many teams rel ...
BRANCH: //depot/UE4/Promotable-CL-2281016 CHANGELIST: 2281016 BUILD TYPE: P4 PLATFORM: Windows FREQUENCY: 3/3 DESCRIPTION: Unable to capture High Res shots in game or during cinematics REPRO STEPS: ...
This is a common crash in the 4.18 release. It is the exact same callstack (and crashGroup) as in [Link Removed], although that Jira had specific repro steps and was confirmed fixed in 4.18.0. The ...
From UDN Description Hello, there's an ensure that's firing in `DetailLayoutHelpers.cpp#137`: [Start code block] ensure(PropertyNodeMap.ParentProperty == CurObjectNode); [End code block]when ...
When a user tries to package or launch onto an iOS device they will fail at the build step due to:[3/8] sh Unzipping: /Users/Shared/Epic Games/UE_4.22/Engine/Source/ThirdParty/Facebook/IOS/FacebookS ...