When scaling down the character in the Game Animation Sample to 0.1 (Actor Scale or Mesh Scale), the lower body becomes crouches, not taking into account the difference in pelvis and foot difference ...
If Entering sleeping state and applying external force are same time, the external force is nullified and the vehicle stops immediately. p.Chaos.Solver.SleepEnabled 0 or __ setting SleepLinearVel ...
The ObjectScale node does not output the correct values in the material editor. This method works to tile images with a Surface Material Domain on a basic plane, but does not work when using it with ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
This is not a regression. Tested in //UE5/Release-5.0 CL20979098 The array for Vector Parameters isn't getting populated when called from a Dynamic Material Instance. ...
Streaming an existing level that used World Composition places the landscapes in the correct spot, but any foliage tied to that landscape is placed on the landscape tile at 0,0 instead of its corres ...
In UGameInstance::StartPlayInEditorGameInstance, the server instance will go through the normal process of creating the URL using BuildPlayWorldURL, which checks the FGameInstancePIEParameters' bSta ...
When two controllers connected, player2 input is disabled in client mode in PIE. It worked correctly in 4.25, but it has been wrong since 4.26. Digging into FSlateApplication::ProcessKeyDownEve ...
When a RetainerBox contains a child that for some reason has a desired size of zero, its OnPaint() method can incorrectly return LayerId 0. Afterwards, widgets further down the hierarchy can base th ...
It seems that when comparing the custom versions for a replay (in the "operator<<" defined in ReplayTypes.cpp), the value retrieved from the FCurrentCustomVersions is not the value set at runtime, b ...