An attached actor's relative location isn't correct on the client when the actor has its position changed to that of the parent actor before attaching with the "Keep World" location rule. On the cli ...
The source of the problem seems to be using IOptionsSnapshot with a Singleton. Per the MS documentation for IOptionsSnapshot, "Is registered as Scoped and therefore can't be injected into a Singleto ...
When importing static mesh from USD file then it has the wrong amount of UV channels. Selecting a UV channel shows an empty area in the viewport. Regression: YES - not reproduced in 4.25.3 produc ...
From Customer: UE 5.3 update broke Unreal Insights adding GPU timers into graph tracks. Debugging the code and cross checking with github/p4v I guess it broke in this revision: Timer graphs no ...
After adding a new Camera Actor Component within Blueprints to an existing Spring Arm Component, the Camera Component adopts the location settings , but does not set its location within the viewport ...
When calling SetText() on a UEditableTextBox or UMultiLineEditableTextBox, the OnTextChanged delegate is not triggered. This regression was first reported in UE 5.3 and acknowledged previously in UD ...
There are multiple issues with the code at present 1) The animation preview world listener is not updated. This can be solved with the following override on AnimationEditorViewportClient (Following ...
Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...
When you package a project via the editor, it updates the ProjectPackagingSettings to set the StagingDirectory to the specific one chosen by the user. However, it saves this path as an absolute path ...
UPDATED DESCRIPTION When enabling Cast Modulated Shadows on a Directional Light and using Mobile MSAA on Android OpenGL ES 2, shadows from the Directional Light do not render when dynamic objects ar ...