Brend/Swtch multi PostProcessVolume to handle Auto Exposure with same Speed Up/Down parameter but behavior of Speed Up/Down parameter of Auto Exposure are different. Scene with. Unbounded PostProce ...
Custom font reverts to default font in a packaged game Notes: Importing of fonts appears to be handled differently for 4.15 Appears to be a regression ...
UWorld::AttemptDeriveFromPlayInSettings() is returning NM_Dedicated server when Use Single Process is disabled in the play settings and the Editor Multiplayer Mode is set to Play as Listen Server. ...
Using incorrect formatting in FText does not cause compilation errors in EnsureMsgf as it does in other functions such as UE_LOG. This causes crashes to sneak through such as a crash on ensure when ...
When copying/pasting a user created Widget into another widget any changes made to the copy will change the main Widget without making any changes to the copy. ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...
Red and Blue color channels flipped on materials called from HTML5 server ...
Adding a variable to a Struct used with SpawnActor breaks functionality without warning. Workaround: Clear Class from SpawnActor and reassign same class User Cites Blueprint Compile manager as fau ...
This is not a regression. Tested in //UE5/Release-5.0 CL20979098 FMath::Eval ignores groupings while solving problems. This has caused some confusion with users who are expecting the groupings to b ...