Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...
Using the transform gizmo to scale a blueprint component will break the functionality if scaled to 0.0 and released. Workaround: If the scale value is directly set to non-zero value, gizmo can be u ...
User reports on the forums of being stuck in an infinite loop and noticed a dead branch in the titled function:The body of if (SubLODActor) doesn't actually do anything, guaranteeing an infinite loo ...
Both the material and the Niagara compute shader use the same function to interpret the YCoCg color data, but the Niagara compute shader returns an incorrect color. Also found on CL: 32347737 in Re ...
The Function FPaths::CollapseRelativeDirectories assumes that any instance of the characters "/.." are a relative path to the parent directory, and removes them along with the preceding directory. H ...
The LaunchURL blueprint node is not functioning when using non-default browsers in API level 30 on Android Devices. Another licensee reports that the default browser may not be relevant, as any brow ...
The macros LLM and LLM_IF_ENABLED behave identically but are slightly different from a performance standpoint. For consistency all allocs and frees should use the same one. Measure the cost of a co ...
Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...
In a function, creating a local Pawn or Actor variable, getting it, and then converting the Get to a Validated Get will cause the editor to crash upon compiling the blueprint. Found in 4.10.2 binar ...
In a scene without a sky sphere, increasing the skylight intensity will cause the sky to brighten in the pathtracer. Other renderers do not brighten the sky, and the intensity increase is applied on ...