Particles that are spawned using the surface of a static mesh will be offset from the systems placement in the world unless it is at world origin. Working as expected in 4.19 CL# 4033788 Found in ...
When you have a multi-material mesh assigned to a blueprint in which one of the material elements is set to a Dynamic Material via the Construction Script, you lose the ability to set teh other elem ...
Deleting an asset that is marked for add when using the Git source control plugin no longer actually deletes the asset. Instead the file will be removed from the Content Browser (it actually stays i ...
When renaming the Parent of a Child Blueprint it invalidates the hierarchy of the Child Blueprint and nests its components under the DefaultSceneRoot. This bug was reported in 4.19.2 (CL-4033788) a ...
Using a Blutility to modify an Actor in a Streaming Level doesn't make it dirty and prompt it to be saved. This was reproduced and tested in 4.19.2 (CL-4033788), 4.20.3 (CL-4369336), 4.21 (CL-44358 ...
An assertion will occur when packaging if an Actor in level uses "Create Canvas 2D Render Target" Found in 4.20 CL# 4369336, 4.21 CL 4753647 Blocked for testing in main due to crash when placing ...
Setting an Audio Analysers NRT settings to None crashes the editor. Assertion failed: nullptr != LoudnessSettings [File:D:\SMoyls_UE5_Release-5.1\Engine\Plugins\Runtime\AudioSynesthesia\Source\Audio ...
Licensee reported crash when playing HLS video with ElectraPlayer on iOS16. According to their research, we can avoid the fix by doing the following: Delete check() in the corresponding line Engine ...
When a new client joins a server all of the actors will be replaced with new copies of themselves. This will cause things like the construction script and event begin play nodes to fire off every ti ...
If you open a VS2017 sln and enable UnrealVS on the toolbar you'll see the refresh and batch builder button, but no field to fill in the project to compile. Clicking the Batch builder button will d ...