After the gizmo is detached, if you click on it to use it, such as translating the object with the translation widget, then the gizmo snaps back to the object in the Viewport. Based off of [Link Re ...
Attempting to call SetPhysMaterialOverride() in a component's C++ constructor causes the project to crash when opening it in the Editor. ...
Anim Notify Blueprints are included in Packaged builds of the editor even if they are not referenced. This does not occur with other Blueprint classes, such as Actor, although it may with some other ...
Movie Player do not seems to play movie in some android devices. [Link Removed] You can simply run the attached project in android devices to see the movie is played as expected. ...
This leak occurs in Test builds, but not in Development builds. Updating InstancedStaticMesh with UpdateInstancedTransform every frame causes a memory leak. This screenshot was taken using Mempr ...
Seems like we are probably just missing a metadata check when drawing the details of the actor instance, and it is only doing the check for drawing ActorComponent details. ...
"Replace with child" does not work well with the NamedSlot widget after reloading the widget blueprint in Contents Browser. ...
We recently hit a situation where some actors would suddenly teleport across the map when they were modified in the editor. We figured out that the AttachParent of some actors got reset on editor l ...
When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...
Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...