From a community member: Are you responsible also for the FootPlacement node? Its fantastic, but there is a possible bug with the walkable surface handling. It tries to step even on vertical surfac ...
A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...
The async execution from within the context menu state is not cancelled properly when closing the context menu. This means that when rapidly opening and closing context menus there will be corruptio ...
Since 5.3, BlackmagicMediaSource causes a memory leak. This didn't happen on 5.2. You can see the leak on PIE. [Image Removed] [Image Removed] If "Just-In-Time Rendering" option in the MediaB ...
When the Sample Rate of the Audio Mixer or device is not 48kHz, the Ladder Filter output is not correct on PIE. It is Silent at 20000Hz, and other frequencies also sound wrong. ...
When the Sample Rate of the Audio Mixer or device is not 48kHz, the Biquad Filter output is not correct on PIE. It is Silent at 20000Hz, and other frequencies also sound wrong. See [Link Removed] ...
UAbilitySystemComponent::DestroyActiveState() is called when the component is unregistered (OnUnregister) and when its destroyed (OnComponentDestroyed). It performs state cleanup such as canceling a ...
ShowOnlyInnerProperties does not work when a UStruct is embedded inside another UStruct ...
It looks like static meshes can invalidate large numbers of VSM pages when the geometry and the light are not on light channel 0. ...
From Customer: UE 5.3 update broke Unreal Insights adding GPU timers into graph tracks. Debugging the code and cross checking with github/p4v I guess it broke in this revision: Timer graphs no ...