Capsule component renders incorrectly with non-uniform scale because the render uses the minimum between the X and Y values and the collision code uses the maximum between the two. This issue is men ...
When an animation is currently blending out due to automatic blend out or GameplayLogic, further StopMontage with specific BlendOut will not update the time to blend out of the current blending out ...
The licensee has been using a custom CVAR to launch directly into PIE for a world partition level. Since updating to 5.4, this now causes an editor crash. The main factor appears to be whether or no ...
This crash repros from at least UE 5.3 and up to latest. The following assert is hit: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 1067] Array index out of bounds: 0 in ...
When edited through the Details Panel in the Editor, TMap and TSet properties should not allow duplicate keys. When those keys are USTRUCTs with the “WithIdenticalViaEquality” trait, this should be ...
When dithered LOD transitions occur, a brief flash of the next LOD level is first shown on the entire mesh after which the current LOD fades to the next (or previous) LOD. The flashing behavior only ...
Potential bug was encountered when exporting vray cameras and their targets that have been path-constraint to corresponding splines. The resulting export file shows no camera targets; hence, missing ...
We need to, at least, prevent this by clearing observers when running a new BT using a different blackboard. Must also think that this might affect licensees relying on the current behavior (might h ...
The assert that we're hitting is:Cannot replace existing object of a different class. New Object: /Engine/Transient.REINST_BPC_NPC_VFX_C_230 /Game/Maps/[REDACTED]/Levels/[REDACTED]/LevelSequence/ ...
The licensee has mentioned that they also see an FPS drop without a second monitor, so this can happen just by separating windows out on the same screen. ...