When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
Actor's do not appear to be ticking when a level is first loaded when using a Level Streaming Volume. The Tick event will fire on the second and subsequent attempts. Edit: After further testing, th ...
When using the Enhanced Input Context, the Input Touch Hold trigger does not reset correctly after releasing a touch input. Unlike Mouse Hold, which keeps firing Canceled events as expected, Input T ...
The deadlock happens when enough shader preload are launch in parallel on a slower IO backend (like zen). When that happens, the preload starts a waiting period that never ends because it cannot be ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...
After adding a new Camera Actor Component within Blueprints to an existing Spring Arm Component, the Camera Component adopts the location settings , but does not set its location within the viewport ...
Regression from 4.26 where actions fail to bind when remoting in 4.27 Repro: using the Microsoft OpenXR Extensions plugin here:https://github.com/microsoft/Microsoft-OpenXR-Unreal/tree/main/MsftOpe ...
Instance overlap functions for Foliage Instanced Static Meshes detects instances incorrectly. I was able to see this occur with both the Sphere and Box functions. In addition, I drew out debug sphe ...
User reports: I've noticed a bug with PlayMontageAndWait There are 4 possible triggers when a Montage completes:OnCompletedOnBlendOutOnInterruptedOnCancelled Once OnBlendout has been triggere ...