The issue is that on iOS devices textures are displaying significantly darker than expected. I did a color calibration with my monitor to get a more accurate representation of the texture. I set th ...
When creating a blend space within UE5, root motion options are greyed out and can NOT be selected, no matter if the animation has EnableRootMotion checked or not. I also made sure to try an animat ...
This crash is caused by how source control history is managed and shown. In this specific case the source control software is Perforce. As written in the repro steps, it can happen to any uasset tha ...
The [bIsVisible] flag is set to [1] by the following judgment.const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq * HLODState.FOVDistanceScaleSq; Judging from this code, I bel ...
Child Actor component is duplicated in Standalone Game. No other play modes or packaged game are affected. The additional actor will disappear after 1 minute. *This is a regression: Doesn't occur ...
Changing the name of a GameMode Blueprint that is set as the Default in Project Settings and then clicking the Project Settings Default GameMode dropdown will crash the editor. No crash report is ge ...
This issue occurs when clicking on the Rebind Possesable References action in a Level Sequence editor. The component reference appears missing and won't work anymore. It is worth noting that when ...
This crash has been reported through the 4.12 Previews and is continuing to occur in the 4.12.0 release. Additional information about this crash is not available at this time, however it may be the ...
Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...
If "UVFlipping Mode" under Rendering on the Required node of an emitter is set to anything other than "None," the particles can become stretched and distorted. As a workaround, I have discovered th ...