When using an InstancedStaticMeshComponent with PerInstanceCustomData, the number of float elements in the "Custom Data" array should always be equal to NumCustomDataFloats multiplied by the number ...
On the details panel of the StaticMeshLocation module, when expanding the dropdown of the MeshParameterBinding property, user parameters of type StaticMesh don't show up (only those of type "Object" ...
Hit testing for widgets contained within a RetainerWidget does not correctly account for rotation applied via render transforms . While the content renders with the expected rotation, hover and clic ...
Display DrawDebugSphere at the DefaultPawn's positionSet bConstrainAspectRatio=true on the DefaultPawn's CameraComponent Setting bConstrainAspectRatio=true in CameraComponent causes DrawDebug renderi ...
When a Level Sequence’s Camera Cut track with When Finished = Keep State is played, the “original state” is persisted into the PreAnimatedStorage array inside FPreAnimatedCameraCutStorage. From the ...
This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...
Starting with Unreal Engine 5.7, specular reflections on clearcoat Materials are less pronounced. Unreal Engine 5.5 tests performed on //UE5/Release-5.5/, CL: 41545209 ...
FMovieSceneSkeletalAnimationParams::MapTimeToAnimation takes in an FFrameTime and FFrameRate and is supposed to tell you which frame of animation that evaluates to, when accounting for looping, play ...
An editor-only ensure can trigger during BP compilation when garbage collection cleans up transient components created as part of component replacement. During recompilation, old component instances ...
Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...