A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the clie ...
If you manually type in the value for Capsule Half Height, it will sometimes revert back to it's previous value upon hitting Enter. The CapsuleComponent's shape in the Blueprint's Viewport adjust to ...
If a user creates a specific Blueprint hierarchy with a Blueprint struct, it can cause a issue when the Blueprint struct is being cooked. User description of Blueprint(s) and Blueprint Struct relat ...
Compile failure packaging for iOSUATHelper: Packaging (iOS): UnrealBuildTool: D:\Build\joseph.wysosky_QuickSwitch\Engine\Plugins\Online\IOS\OnlineSubsystemIOS\Source\Private\OnlineStoreIOS.cpp(123 ...
Ensure occurs when trying to submit to source control after enabling a plugin in the editor. I wasn't able to reproduce this if the uproject wasn't checked out. ...
This is a not a regression. Tested in UE5(Binary), UE4(Binary), and UE5 Main(P4). Procedural Meshes have the option for CPDs listed in their details panel under Rendering > Advanced >Custom Primit ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
If a static library that is included with a UE4 project is changed, the new version of the library is not used when the project is built again. Instead, the original cached version of the library is ...
Perforce integration creates bad changelist when deleting or renaming a file, then renaming another into its place ...
Switching over to GPUCompute with Skeletal mesh surface sampling will crash in Vulkan. This does not occur with CPU sims or in D3D. When testing with D3D I would get the same Niagara compile warning ...