UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...
There have been multiple reports of this issue, particularly from schools, over the last 10 years:https://forums.unrealengine.com/t/invaild-folder-path-with-network-user-drives/283475https://forums. ...
Fields with Maximum resolution are not affecting all leaves of a Geometry Collection on 5.4 and onwards. When calling GetRelevantParticleHandles() a Maximum Resolution field does return all particl ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
It seems that the numbers are rounded in VertexFactoryCommon shader. The cube consists of vertices that are very far from the origin and are placed on the screen by placing them at coordinates that ...
AActor ContainsDataLayer Is Slow: Navigation builds are heavily slowed down by TObjectPtr to TSoftObjectPtr conversions when checking if DataLayerAssets contain Users discovered a huge time los ...
The Build All Levels editor action cleans up the world's NavDataSet (UNavigationSystemV1::NavDataSet) as pre-rebuild world cleanup by calling: SetNavigationSystem(nullptr); inside UWorld::Cleanu ...
In the blueprint editor when selecting multiple components and resetting a property that exists on both components to its default value, when the components had different default values the editor r ...
[/Script/Engine.RendererSettings] r.Tonemapper.Sharpen=2 r.TemporalAA.Upsampling=False r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.LightPropagationVolume=0 r.ReflectionCaptureRe ...
FAnimNode_BlendListByEnum assumes that values within a custom enum type are sequential (ie. the index 0 = value 0, index 1 = value 1). But this is not true of all custom enum types, for example: U ...