When using the Spawn Actor from Class node, the Spawn Transform Scale is being multiplied by the actor's original scale, instead of just setting the scale to the Spawn Transform's value. In 4.11.2, ...
Adding a dynamic binding and preforming a hot reload sometimes causes the binding to not be registered by class/blueprint instances that already exist in the world. Instances need to be replaced fr ...
In 4.18, Buffer Visualization Modes appear very similar to their representation in Buffer Overview. In 4.19 and Main (CL 4008322) the results are very blown out. Similar issue reported in [Link Remo ...
The CVar "r.Shaders.Optimize" cannot be set to false from DefaultEngine.ini in the section "[ShaderCompiler]" as its help text describes. Also tested on UE5-Main, CL: 34200103 ...
Projects using Open Level (blueprints) or ServerTravel (in C++) will crash the application once it's open on a device using Gear VR Mode. 10-05 18:01:46.451: A/art(19619): sart/runtime/check_jni.cc ...
As the title suggests, dynamic shadows on mobile when using a stationary directional light are not appearing at all when deployed to the device or when viewed in the mobile previewer. The odd part ...
A user has reported an issue where Possession replication or Character Movement replication, unsure of which, is not working properly for some clients. It seems to work fine for the first client but ...
Seems like we should be specifying the .NET version like this guy's fix. ...
Extracted Sprites are offset when importing a non-power of two sprite sheet, padding it to a power a two mode, and then using the extract function. You can see this offset clipping of the extracted ...
Executing the r.SetRes _x_f command fails to set fullscreen mode when executed through blueprint node. The issue occurs when executing the command through level blueprint and an actor blueprint plac ...