When an EditInlineNew Instanced property exists within a nested user widget, changes to the property are not saved after compiling the widget blueprint in the editor. ...
When "Extend default luminance range in auto exposure settings" is enabled, the Color View Mode in the vertex painting editor mode ceases to work and without any warning to the user. ...
NOTES See Slack Thread for more Info: [Link Removed] 7Z file: [Link Removed] PLATFORMS TESTED PC: Not tested Xbox One: Not tested XSX: Not tested PS4: Not tested PS5: Occurs Android: Not tested S ...
From UDN: When using the Combined Translate and Rotate Mode we run into an issue where the rotation arrow moves twice as fast as the coordinate frame. The object itself rotates correctly, but if we ...
Specular highlights can disappear with clearcoat materials, when "Clear Coat Enable Second Normal" is enabled ("r.ClearCoatNormal"). ...
The logic for data validation on UGameplayEffectComponent expects it to be owned by a UGameplayEffect. Any Blueprint derived from UGameplayEffectUIData (child of UGameplayEffectComponent) fails this ...
When animating the split fraction of a splitscreen experience, TSR causes an significant increase in UAV memory. In PIX, this appears to be caused by TSR allocating the history multiple times when ...
Context: GameUserSettings stores user settings for a game, for example graphics and sound settings. The Scalability settings provide a way for to adjust the quality of various features in order to m ...
When placing a Scene Capture 2D with an assigned Render Target Texture and using a movable Skylight the editor will crash. [Link Removed] ...
When a component that is included in a blueprint by default is set and placed in the viewport, the instance of the blueprint is not updated in the viewport if the yellow arrow is used to reset the c ...