A user has found that setting input mode to game only on tick will cause the client in PIE to toggle their inputs on and off every tick. If this test is run with a single player the inputs are const ...
Animation orientation does not auto-convert to UE4 coordinates when reimporting the same way it does when importing the same animation as a new import. In other words, a run animation generated from ...
When packaging a project for any platform, If you have 'Show Collision' in an Execute Console Command, you will see the project crash once it is packaged. Log files from the crash have been attach ...
In a transition rule, the time assessed in "Time Remaining Ratio" Node does not include/factor time from the Pin Sequence of the animation node. For instance, if the original animation is 20 frame ...
Using Windows scaling above 100% now causes Screen Space 3D Widgets to be offset. (Pressing F11 for fullscreen or launching will cause widget to appear in correct location) ...
Including a trailing slash ("\") at the end of a BuildCookRun command sent to UAT results in UAT receiving a malformed command. If the command ends with a slash, the resulting command that UAT recei ...
The "Find" node can cause a crash if the a map with a struct value changes type while connected, is disconnected and reconnected. Compilation fails and crashes the engine. Found in 4.23.1 CL#963142 ...
Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...
In UE 5.6, heightmap texture compression was introduced. The original implementation did not consider duplicate pixels along subsection and shared textures (multi-component) boundaries. As a result, ...
When an Actor Component contains an Instanced UObject array marked EditDefaultsOnly, adding a new element to the Blueprint defaults correctly updates the Blueprint and its own Property Matrix. Howev ...