It appears that notify track does not follow the size of the custom window scale. As a result, display problems may occur, and events may be placed in unexpected positions. This is similar to [Link ...
In the Enhanced Input System, when using a UInputTriggerChordAction to define a chorded input (e.g., Shift + W), the automatic chord blocking system (UInputTriggerChordBlocker) only functions correc ...
Context The showFlag.CollisionVisibility 1 cvar is a viewport visualization mode that highlights which Actors will block visibility. The showFlag.CollisionPawn 1 cvar is a Player Collision viewmode ...
Encountered an issue where local lights appear to be broken when baking lighting with GPU Lightmass. See screenshots attached. Tested regression in //UE5/Release-5.5 @ CL40574608 and the issue does ...
The Global Distance Field can constantly update, even when the camera is stationary, in large World Partition maps. This bug requires a large amount of the World Partition map to be loaded to reprod ...
This is a race condition between the FShadowScene update & rendering, where sometimes the renderer tries to access a data array before it has been populated leading to the crash. It happens fairly r ...
When a Nanite skeletal mesh has a virtual bone the engine can crash when changing LODs ...
Context Instanced structs are great for holding simple data with the main advantage they have is a low memory overhead unlike instanced objects. Problem The problem is in StructUtils plugin's `FIns ...
LandscapeSplineActors and LandscapeSplineMeshesActors are not behaving as expected in 5.4 or 5.5. Testing in 5.4 the issue mostly seems to stem from issues with the Target Landscape -> Landscape Ac ...
When using EditCondition to control the editability of FInstancedStruct properties in a class derived from UDeveloperSettings, the condition is only partially respected. Specifically: A TArray<FIns ...