The movable point light is abnormally lit when it disappeared by the setting of r.MinScreenRadiusForLights rather than "Max draw distance" and appears back. After you disable and enable the "Affect ...
This is a regression.This does not affect UE5. Creating a function with parameter type TEnumAsByte<MyEnum> will crash while compiling. In 4.26 and UE5 the code compiles without issue, and the user ...
The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...
The SplineNavModifierComponent does not have the same behavior as regular nav modifier components where the modifier can specify that it only replaces a given NavArea class. Setting the area class t ...
User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...
Adding an event dispatcher to one of the pre-created character blueprints in the template projects causes an increase in compile times. This does not occur with a blank actor or character blueprint ...
"Execute while paused" input action mappings do not trigger when using the pause console command. Workaround Use the "Set Game Paused" node, which works as expected. Regression (no) issue (does ...
Memory leak when comparing scale value with 0 on transform. It appears that the memory used by the editor increases by 25-50 mbs while comparing the scale to 0. Regression (no) issue (does) occur ...
The Negate blueprint macros (NegateInt, NegateFloat) are returning the original value. Found in 4.12.5 CL 3039270. Reproduced in 4.13 CL 3106830 and 4.11.2 CL 2946394. ...
The value of Max Angular Velocity on a component is being reset after changing the value and compiling the blueprint. Found in 4.12 binary, reproduced in Main CL 2994701. Could not reproduce in 4. ...