Arithmetic assignment operators seem to be applied twice when committed in the Niagara stack. This occurs when entering *= 2.0 for example into a float input. This may be the result of the SNiagar ...
FSequencer::UpdatePlaybackRange does not check the exclusivity of the new bounds when setting them, but UMovieScene::UpgradeTimeRanges does. ...
There is currently no simple way to do a deprecated variable fixup on native variables that are set by a blueprint class. For a simple variable rename, CoreRedirects can be used and will work proper ...
Very rarely, the game client will crash on shutdown and the log will contain messages that look like: LogOutputDevice: Error: Ensure condition failed: false [File:Engine\Source\Runtime\RenderCore\ ...
Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...
A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
proposed fix seems ok to me: UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...
When a level sequence animates level visibility as well as skeletal animation on an actor within that sub-level, restoring state will first unstream the level, which will unregister the skeletal mes ...
In a LevelSequenceActor, binding the Sequence Player via Details Panel is not firing events related to the execution of the designated Level Sequence Asset. Manually binding on BP (pulling a connect ...
Triggering an actor component recompilation resets all the variables to the default state on spawned actors in the level. Users can unintentionally lose property settings on placed actors in a worl ...