When a SkeletalMeshComponent is restarted by calling in order of SetSimulatePhysics and SetComponentTickEnabled, the TickComponent and EndPhysicsTick are executed simultaneously. As a result, the ...
The current implementation for inlining struct members is setup in a way where we start with the outermost struct and only recurse into any child structs if it contains the ShowOnlyInnerProperties m ...
When using a landscape spline with multiple segments, there can be misalignment between spline segments when the tangent length of segments are too short, causing visual seams between meshes that sh ...
When using a Retainer Box in UMG with Color Vision Deficiency enabled, the content inside the Retainer Box is rendered with incorrect colors compared to the rest of the UI. This bug is present in UE ...
When calling EncompassesPoint on an ANavMeshBoundsVolume, the method always returns false even if the target point is clearly within the visible volume bounds. This occurs because AVolume::Encompas ...
Changing the Game Icon in Windows Packaged projects does not display the new icon on Windows taskbar. ...
When using the "Keep World Position" attachment type, the child mesh does not scale properly with the parent. X scales normally, but Y and Z seem to be swapped. [Image Removed] The name "Keep Wor ...
If a breakpoint is placed on a node in blueprints and then PIE is started, if the breakpoint node is triggered and the user presses F10 (keyboard shortcut to skip to next node), the logic will not c ...
All Sprites and Flipbooks besides the player's appear blurry when the player character moves. It is more evident in some sprites than others, but it appears that any sprite or flipbook that are not ...