This bug causes an editor crash. This crash occurs when changing the default values of a UStructs properties that are used as EditConditions, when they are set to InlineEditConditionToggle within a ...
When the user attempts to place an object on a tracked plane it slides around the environment not staying in the expected place. Using the ARDebugcheck project with the show planes option you can se ...
Starting in Unreal Engine 5.6, disabling "r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal" can lead to light leaking between adjacent or overlapping meshes. Also tested on Release-5.6, CL: 4523 ...
When a client sends a request with no passphrase to Unreal Remote Control's "/remote/batch" endpoint, and the plugin is configured to not perform passphrase verification, the Editor will crash as so ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...
If class defaults are accessed in an actor blueprint from another blueprint, texture variables will not appear in the class defaults list on the "Get Class Defaults" node. ...
When placing a Static mesh into a level that will cast a shadow and building lighting, no shadow will be shown on a character when walking through its shadow ...
When using a math expression node within a blueprint, the project will fail when packaging. ...
With a Tessellated Material, either Flat or PN Triangles, applied to a Skeletal Mesh when playing, the Mesh has excessive blur when in motion. If you use the same material and turn off tessellation ...