The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
This is a regression that was introduced with changes made to address issues with native vs. non-native component registration at Blueprint construction time ([Link Removed]). Prior to those change ...
In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...
Customer created a custom DataTable with a TSet Property and saw the behavior of allowing duplicate elements within the TSet, which is not allowed. See TSet Documentation for more information. This ...
Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
Consider a UStruct with some basic type members, each one with a default value specified in the struct. Also consider a TSet or TMap with that struct as keys, used inside a UObject as a UProperty an ...
The same callstack appears in 4.24.3 (CL-11590370) but only when playing a Sequence with a Media Track that has a ImgMediaSource and Media Texture set on it. These repro steps work for 4.25 and 4.26 ...
There is an excessive number of page updates when a Nanite landscape has a runtime virtual texture material applied to it with a shading model set to ClearCoat or Cloth (instead of Default Lit). The ...
The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...