This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...
Performing a Hot Reload after changing some properties in a custom Static Mesh Component code class from public to private appears to reset the static mesh set for any Pawn Blueprints that use that ...
Edit MattK: The display name is different when running PIE through the editor. This sort of inconsistency seems wrong. We should probably not ever be using the display name. Spaces are removed fro ...
Link that the user included with their Answer Hub ticket: https://answers.unrealengine.com/questions/713209/levels-uneditable-editor-stuck-with-updating-asset.html The file size is not maintaining ...
Attached is a project that picks up Niagara from the content sample. The probability of reproduction is about 1/10. The simpler the project, the lower the reproduction probability. I am attaching ...
Baked lighting on mobile has dirtied or pixelated lightmaps. When testing this issue I attempted to change various settings within the 'Lightmass' section and the changes made did not have much effe ...
Set Actor Location and Teleport from a Character when touching an Actor simulating physics will launch the Actor. User supplied a video demonstrating the problem: [Link Removed] Test project in Pa ...
A Japanese developer's making a scene that has over 4000 static point lights. They thought the lights don't affect rendering in runtime. But they realized the RenderThread's costs become bigger. I ...
This is a common crash in the 4.16 release. The callstack for the issue is essentially the same as [Link Removed], however that issue had confirmed repro steps and was verified fixed for 4.16.0. A ...
Actors that are spawned from blueprints will no longer have their instigator automatically set to the instigator that spawned them. This is a regression in 5.5, because in 5.4 and earlier a null Ins ...