The particle manager only accounts for the particle system component's attach parent's EndTickGroup. When setting the tick group through the actor component the TickGroup is set instead of the EndTi ...
Child widgets not visible when packaged with inclusive nativization on. "The problem is that ChildWidget never shows up in the package build, but shows fine in the editor. I've debugged the issue ...
Attach actor to actor with the transform set to "snap to" appears to offset when calling it multiple times on multiple actors. ...
Several ability tasks used to apply root motion sources on Characters have ordering problems between on-completion style events and ::EndTask / OnDestroy. UAbilityTask_ApplyRootMotionMoveToForce is ...
This bug was originally entered back in 4.8 as [Link Removed], but was closed as by design. The reason was, the mesh did not have Lightmap UVs, so using the 'Light as If Static' option would not wor ...
Setting the Runtime Generation on the Recast Nav Mesh to a different preset than what is set in the Project Settings causes an error to appear upon trying to package the project, and causes the pack ...
In Unreal Engine, materials can expose parameters that can then be modified via instances (MaterialInstanceConstant). The UMaterialEditingLibrary provides several functions to modify these parameter ...
When using a Retainer Box in UMG with Color Vision Deficiency enabled, the content inside the Retainer Box is rendered with incorrect colors compared to the rest of the UI. This bug is present in UE ...
Currently FNotifyNodeInterface directly references notifies that live within the related anim sequence. This can cause intermittent crashes when notifies are removed as the UI can still reference t ...
Project configured to spawn Niagara system via Character blueprint in a Code project fails to Cook, then crashes project on open Discovered when verifying [Link Removed] (also similar to [Link Remo ...