A licensee is reporting an audible pop when transitioning between levels with a sound spawned and playing at volume multiplier of 0.0. The original report was a discrepancy between the old audio en ...
When using any collision preset other than QuerryOnly, the collision properties cannot be changed when the actor is in the Viewport. ...
Using a For Loop inside of a Blueprint Function or Function Library will always return index 0 when used in the Construction Script. This was reported and tested in 4.19.2 (CL-4033788). This was r ...
When the scrollbox as the child of multiple retainerboxes, the scroll isn't smoothing. It can see issue with PIE only. If it run with standalone (or package build) is fine. In SScrollBar::ExecuteO ...
When adding a RuntimeVirtualTextureOutput node to a Virtual Texture domain material, the RVT Output node overwrites any data being sent to the normal material node's output, which interferes with th ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
When a spawnable is spawned in a streamed level, exiting PIE will cause an ensure, because the world is not valid on the actor. ...
This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...
Substrate materials have a thin border of black pixels between slabs. These lines can be made more apparent by changing the Diffuse Albedo color of the two slabs to pure white. This will remove the ...
TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...