Additional Post Process renders always have a black alpha channel ...
This seems to be due to how FObjectReferenceCache and UEngineReplicationBridge handle remapping object paths for PIE. When creating the object reference handle, the object’s path should get renamed ...
When using the DynamicMaterialParameters Niagara module in UE 5.6, 5.7, and UE5-Main (CL 50298778), updating an emitter causes Boolean values, such as Index0Float0Write, to reset to default values, ...
Changing the ComponentClass of a ACharacter twice and trying to set a SkeletalMeshAsset crashes the engine with a "Cannot replace existing object of a different class" message. The conditions to re ...
Hit testing for widgets contained within a RetainerWidget does not correctly account for rotation applied via render transforms . While the content renders with the expected rotation, hover and clic ...
FGameplayTagQuery does not refresh its cached AutoDescription after GameplayTag redirects are applied during asset load. As a result, after renaming a GameplayTag and restarting the editor, the Game ...
UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs. For actors that are persisted partway through a seamless ...
This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...
An editor-only ensure can trigger during BP compilation when garbage collection cleans up transient components created as part of component replacement. During recompilation, old component instances ...