When a key is held down after a level transition, the "Started" event of the Enhanced Input is triggered continuously. Suspected similar root cause as [Link Removed]. ...
When we use SwapRootBone_Actor, we expect to move in the X-axis direction, which is the forward direction of the Actor. However, it does not take into account the RelativeRotation of the Skeltalmesh ...
SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...
Starting with Unreal Engine 5.7, specular reflections on clearcoat Materials are less pronounced. Unreal Engine 5.5 tests performed on //UE5/Release-5.5/, CL: 41545209 ...
When using a Spot/Point Light with Distance Fields enabled and a mesh that is scaled to 0 on the XYZ will result in artifacts. ...
After using a "Play Animation", the user cannot set the character back to using an AnimBP via the "Set Anim Instance Class" node. Workaround: Use two "Set Anim Instance Class" nodes. One to set i ...
When setting the mirror mode and the screen percentage the screen on the oculus rift will go black if you are using an AMD 200 series card. ...
Collision pose is not updated on Slave Meshes when using "Set Master Pose Component". This occurs with both Physics assets and Per-Poly collision This severely effects anybody making characters ou ...
When the Cable component is set to specific rotations it will no longer render the cable actor that is attached to a mesh. Image is attached with multiple setups. Workaround to get it to render: ...
Using a very specific way of importing an FBX will cause a crash assertion that closes the editor without opening crash reporter. Essentially when using the import button in the content browser and ...