UDIN virtual textures appear to have row 0 (U coordinate [0 - 1) swapped to the other side of the texture vertically. ...
After using FMath::RandRange() to initialize elements of an int array in a SaveGame class and then setting all of the values of the array to 0 before using UGameplayStatics::SaveGameToSlot() to save ...
Linked test project contains already set up actor as described in steps to reproduce. Using a kinematic body on a root bone, setting all other bodies sleep family to Custom, and their custom sleep t ...
When focus changes an IE_Released event occurs for the W key (your character stops moving) due to UGameViewportClient::LostFocus calling APlayerController::FlushPressedKeys. Because of the R key pre ...
Lumen's rough specular indirect lighting buffer can have fireflies along the bottom and right edges of the screen. Also tested in //UE5/Main, CL: 35177423 ...
Setting the dead zone of Joicon causes the dead zone to be ignored in the direction of full X, -X, or Y, -Y. ...
Note: Clipping on letterboxed player screen works fine on 4.24. This issue was brought in by CL#10541213. Here's a workaround TSharedPtr<SGameLayerManager::FPlayerLayer> SGameLayerManager::Fin ...
This is a regression from 4.27. This is happening because of the change to typed elements. UEditorEngine::PostUndo, when combined with the typed element changes causes the selection set to reorder ...
This is happening only for Blueprint template projects. After I hit the issue on the BP project, I went back and tried a Code template project as well. I was NOT able to reproduce this with a Code t ...
If you enable Shader compilation via XGE by setting r.XGEShaderCompile = 1 in ConsoleVariables.ini in 4.18 Editor downloaded from Launcher, it prevents shaders from compiling at all, and as a result ...