Setting the Emitter Time module with an emitter that is not set to loop will result in an incorrect render of the particles past the emitter duration. Emitter Duration set to 3 seconds:[Image Remov ...
Attempts to Launch On to or Package for iOS fail with: LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Unabled to build Project C:/Pr ...
Changing the default value of a struct that is included as an array in another struct can prevent any Blueprints that use a DataTable made from the second struct from compiling. It appears to be a p ...
When a shipping build is packaged using specific rendering settings a memory leak can be observed. The licensee has noted that this leak presents as a 10MB per hour increase in RAM usage. It has a ...
When a Blueprint contains multiple layers of nested subobjects, any subobjects below the top-most layer do not have changes to their properties propagate to child Blueprints. See attached project (c ...
Indirect lighting samples were not made correctly when building lighting with umap duplicated via the content browser and registering both source and destination as sublevels in one map. ...
iPadPro2 splash screen distorted on app launch. Looks like there is a fix for this in FN branch that can be brought over. Engine/Source/Runtime/ApplicationCore/Private/IOS/IOSAppDelegate.cpp http ...
Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level. The licensee has encountered this in Unreal 5.4 and ...