Wrong density calculation in UBodySetup::CalculateMass. The licensee has provided the following analysis and suggested fix: In UBodySetup::CalculateMass, the following code is present: // physical ...
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 ...
#31 crash out of 7783 in UE 5.7.4 on Windows#3 crash for UE - Rendering - Graphics Features in UE 5.7.4 on Windows#1 crash for UE - Rendering - Graphics Features - Ray Tracing in UE 5.7.4 on Windows ...
When a UWidgetComponent has its widget assigned dynamically at runtime using CreateWidget and SetWidget, drag & drop operations fail in Standalone Game and packaged/game builds, while working correc ...
When using the Enhanced Input Context, the Input Touch Hold trigger does not reset correctly after releasing a touch input. Unlike Mouse Hold, which keeps firing Canceled events as expected, Input T ...
Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject. In some situations, ...
In 5.7, a Sequencer that contains a Spawnable ChaosCacheManager will crash the Engine on EndPlay. The licensee has reported, and I've confirmed, that this behavior started in 5.7. I've confirmed thi ...
Changing bIsSpatiallyLoaded can cause an Actor to be duplicated during Play-In-Editor. As described in the steps to reproduce, if we keep swapping bIsSpatiallyLoaded state and save a Streaming Level ...
In multi–Content Browser layouts, the New Folder shortcut (by default Ctrl+Shift+N) does not work immediately after switching to another Content Browser tab. It appears that the editor does not auto ...
Moving an instanced static mesh will not move the collision along with the mesh. This will leave a visible mesh that players can walk through in one area and a blank space that cannot be walked thro ...