The engine still uses the default index for calling force feedback events, despite them being assigned from player 1 on out. Which is why event on player 1 goes to player 0, event on player 2 goes t ...
In pasts unreal engine versions like 5.2 or 5.3, when you loaded a project with UnrealFrontend, the uproject was saved inside the Engine.ini file. In version 5.4 it does not get saved and you need t ...
This was reproduced both in Match 3 and a new BP project with a custom launch image. Note that on Pixel 2 the BP project behaves a little differently than Match3. It displays in full size, then s ...
The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...
When packaging your project for shipping, the windows 64 bit option will be grayed out. I also tested this issue out in main (2455917) and the option is able to be selected but with the 4.7.2 (246 ...
Hovering over the absolute bottom of buttons in the toolbar, particularly in Blueprints, results in the button being highlighted, but not accessable. The area seems to be 1 or 2 pixels from the bot ...
While going through a GPU pass, film setting in post processing isn't working as expected. This does not seem to be GPU specific The displays should resemble the images in the documentation - PPE ...
See https://udn.unrealengine.com/questions/505632/view.html for more details Repro: -Have a mesh with 3 sections and 3 materials, assign section 1 to material 1 and section 2&3 to material 3. -Pla ...
Crash when destroying two components in a specific order in this user's project. The crash occurs under two circumstances inside the LogActor Blueprint: either DestroyLogPart is called for both Te ...
Lighting channels do not function when the number of lights affecting actors is 79 or higher. Any number of lights that is 78 or fewer will honor lighting channel assignments. ...