Applied external forces to vehicles may be nullified by sleeping

UE - Simulation - Physics - Solver - Jan 12, 2024

If Entering sleeping state and applying external force are same time, the external force is nullified and the vehicle stops immediately. p.Chaos.Solver.SleepEnabled 0 or __ setting SleepLinearVel ...

Double clicking on Interface Function in Blueprint Graph does not take you to the function implementation.

UE - Editor - Jan 11, 2024

When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...

Capturing backtrace of another thread in engine built with clang raises access violation exception

UE - CoreTech - Jan 11, 2024

Engine built with Clang throws an exception when calling RtlVirtualUnwind with a different thread ID. Engines built with Microsoft compilers do not occur this problem. For example, if starting PI ...

Setting GDelayTrimMemoryDuringMapLoadMode = 2 causes crash on same map reload

UE - Gameplay - Jan 8, 2024

GDelayTrimMemoryDuringMapLoadMode is a CVar that controls whether a garbage collection should take place during map change after unloading the previous map and before loading the new one. By default ...

Shadow map z-fighting when using Overlay material

UE - Platform - Mobile - Jan 8, 2024

Casting is not working as expected for interfaces in python

UE - Editor - Workflow Systems - Dec 22, 2023

GetMonitorSizeFromEDID may fail to acquire the native resolution for ultrawide monitors

UE - Foundation - Dec 20, 2023

For some ultrawide monitors, UE may not correctly fetch the native resolution. GetMonitorSizeFromEDID attempts to retrieve native resolution from the Detailed Timing Descriptor of the EDID, but thes ...

Cannot set background color for UI Domain material preview

UE - Editor - UI Systems - UMG - Dec 18, 2023

Unexpected resimulations after a client possesses a moving pawn

UE - Gameplay - Network Prediction - Dec 14, 2023

If a player possesses a moving NPP-simulated pawn, there is some kind of logic problem where a reconciliation immediately is triggered, and resimulations keep streaming for a long time. This proble ...