This appears to be some form of type confusion. In editor, the type of the result pin is a Packed Level Actor Class Reference, but at runtime, the returned value is a BlueprintGeneratedClass. ...
Capsule component renders incorrectly with non-uniform scale because the render uses the minimum between the X and Y values and the collision code uses the maximum between the two. This issue is men ...
Lumen HWRT, combined with Niagara Mesh Renderer, can cause the Lumen Scene to be reset, resulting in a sudden change to indirect lighting. ...
When editing a component property in the level viewport, if the component was added via the Blueprint Editor, pressing Enter after changing a value causes the details panel to lose focus. This inter ...
The engine crashes when the r.MaterialQualityLevel is changed in a cooked game that uses the FastGeo Streaming Plugin. The crash doesn't repro with the same steps in Editor, just in a cooked build. ...
Skeletal meshes with disabled mesh sections will flicker in the Hardware Ray Tracing Scene. Also tested on //UE/Release-5.6, CL:45232827 ...
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 ...
Making this a placeholder for now. Will fill out the description asap ...