The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...
Values that are larger than 180 for the Pawn Sensing component's Peripheral Vision Angle setting are being ignored. If they are higher than 180, the pawn will act as if it was set to 180. Found in ...
Copying an asset into a new folder, placing an instance of the copy into the level, and then attempting to duplicate that copy by using CTRL+W in the viewport creates another instance of the origina ...
When building lighting now you can no longer have a hidden sub level and have it retain it's built light if it was previously built. For instance, if you have a persistent level and hide the sub-lev ...
When you import a texture that is low resolution (such as pixel art) if you attempt to use it in a UMG image, the filter that you have applied to that texture is not inherited. This causes the image ...
Enabling Use Pawn Control Rotation on a SpringArm component does not set the rotation values to zero. Subsequently disabling Pawn Use Control Rotation make rotation of the component impossible until ...
Adding a variable of the type of a struct to a blueprint, deleting that struct, and then recompiling the blueprint fails. The variable is deleted, but the blueprint will continue to be unable to com ...
DESCRIPTION: The materials are cleared from a destructible that is created in PhysX Labs when a chunk in any of the depths is selected and if any of the chunk parameters are set to true. ATTACHED: ...
A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up). The licensee has provided his analysis: Description: Level instance created in UE5.5 and re-saved ...
When a strong pointer is set to null the packaged build of the game will immediately close. No crash logs were were made and no Saved folder was made (<Project Name>/Saved/Logs). An example project ...