UnrealHeaderTool is always executed in a Code Project from an InstalledBuild Discovered during the verification of [Link Removed], as stated when verifying that issue, this issue only occurs in Bin ...
When working on the level editor viewport or testing on PIE, the visual appearance of additive/translucent lit materials changes significantly (and abruptly) when varying the camera FOV or the viewp ...
Calling SetKeyTime in iterating KeyHandlesToIndices array can modify the array order, so it breaks the iterator. Perhaps ShiftCurve also has the same problem. Here is a work around: void FIndexedCu ...
r.MotionVectorSimulation 1 should simulate motion vectors when cutting cameras, but this appears to be broken on some loops. ...
When jumping in the first person template project, the "is in air" animation continues to play after landing. Solution: Switching out the "FirstPerson_JumpStart Asset" node for the "FirstPerson_J ...
So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...
This ticket is to add the safe workaround for 4.23.1, with a more optimal fix coming in 4.24. ...
This artifact does not occur when Lumen is disabled. Also, moving Roughness closer to 1 will reduce the effect. ...
The Section reference in ISequencerSection::GetSectionHeight can be in the process of garbage collection during an undo of a section addition- this causes things like GetTypedOuter<UMovieSceneTrack> ...
UActorComponent has hideCategories=(ComponentReplication) set in the UClass macro preventing uint32 bReplicates:1; to be set as a default setting. ...