Using "Replace variable with..." does not mark a blueprint as needing compilation. Reproduced in 4.9.2 binary, 4.10.1 binary, and Main 4.12 (CL 2813214). This is not a regression; the same bug appe ...
Video example: [Link Removed] Occurs in 5.2 as well as 5.2. ...
In FStateTreeCompareEnumCondition::GetDescription, the Left.Enum value is mistakingly used when setting the RightValue. This causes crashes when resetting the default value of the Right field in an ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
As described by the licensee, the const CDO contract is being broken on ChaosWheeledVehicleMovementComponent. The issue the licensee is facing is that by spawning cars with different configurations, ...
In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...
Nanite Skinned Meshes don't receive the correct Local Position in some shadow passes. This depends on the clipmap level, and is not related to VSM caching. Unreal Engine 5.6 shows the same issue, b ...
The licensee has noticed that local variables of type InstancedStruct return nullptr. The setup is a verification of the behavior. Class variables work normally. I've tested this behavior on every v ...
When using the Panoramic Capture Plugin to render 360-degree images, it is possible to specify the output directory of the generated files. This can be any absolute path, or any relative path starti ...
UPDATE: We were able to get around this issue by renaming our external drives. The actual problem is that Mono's xbuild fails to build UnrealBuildTool QA REGRESSION: YesWORKING: 2386770BROKEN: 23 ...