Motion controller inputs get routed to non-vr player when 'Skip Assigning Gamepad to Player 1' is enabled. ...
An open but minimized Editor Preferences window causes a memory leak while simulating and repeatedly pressing Play/Stop. ...
The bTickAnimationOnSkeletalMeshInit should prevent a game thread update of the anim instance on the frame that a mesh is spawned. However, a bug in RefreshBoneTransforms is resulting in a game thr ...
Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1. The Client pauses the timer as expected. With only one player, timers are paused as expected. ...
Using a very specific way of importing an FBX will cause a crash assertion that closes the editor without opening crash reporter. Essentially when using the import button in the content browser and ...
When adding a RuntimeVirtualTextureOutput node to a Virtual Texture domain material, the RVT Output node overwrites any data being sent to the normal material node's output, which interferes with th ...
TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...
When a scene is light with a single Stationary Directional Light and a Single Stationary Skylight and packaged to use Windowed Fullscreen, there is a difference in how the scene is rendered compared ...
The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...
If an array element is removed from a make array node, using the shortcut for Straighten Connections has no effect until after the Actions menu is opened via right-click then closed. ...