Actors utilizing overlap or ignore collision for the pawn collision channel are inconsistently responding to pawn actors. In some levels the overlap works correctly, in others, the pawn is blocked b ...
When a commandlet is run it successfully completes but does not terminate the engine correctly. It appears that multiple requests are made to terminate the engine process these subsequent engine ter ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
Context: The Mutable plugin has a modifier node called Clip Mesh With Mesh that allows Static Mesh modifiers to be assigned as the clip mesh. Under certain circumstances, an assert can be triggered ...
On the nDisplay plugin code, CL 44773085 from August 12 introduced a new struct template TMarginSet and changed struct FDisplayClusterViewport_OverscanSettings to use it. However, the latter is defi ...
When adding new HISM instances, actors using SpeedTree -> WorldPositionOffset material are reset. 4.19 Repro project provided by user. I was unable to get WPO wind working in 4.18, I did noticed th ...
Physics object resting on movable platforms have erratic physics behavior in 4.14. This is a regression from 4.13.2-3172292 User Description: When placing more than 10 or 20 blocks on a moving pl ...
Groom strands do not appear to correctly block transmitted light for Subsurface Scattering Profile Materials. In some cases, not only will they not block the light, but can instead lead to more ligh ...
To speed up our process of creating control rig assets we are working on a Python script to automate this process. We have an issue when we try to attach a static mesh component to a socket of a ske ...
When creating a level script actor class and adding logic in the new level script actor class the logic is not automatically executed in child levels. In order to get it to execute someone has to go ...