On EnhancedInputSubsystemInterface.cpp:1040, RebuildControlMappings has a check to preserve mappings for identical action key maps. In most cases, this appears to work correctly; however, in the cas ...
Consider a Niagara System with an Emitter in "Global Space" that has "Interpolated Spawning" active and a "Spawn Burst Instantaneous" module with a "Spawn Time" of 0.0 (for example, the built-in Con ...
In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...
This is a quality-of-life issue for UE users. The issue was also detailed by the UDN user in a video in the linked UDN case. The Blueprint Editor provides an "Override Function" functionality in th ...
Note: This bug has been observed in all tested engine versions, from UE 4.24 to UE 5.3 and in ue-main. When shift+selecting multiple actors in the Level Editor, the currently-active transformation ...
RenderTrace plugin does not appear to have been updated for a change that moved the GPUScene out of the View buffer to its own uniform buffer. (CL 24027890) The test project is based on FirstPerson ...
The function "FMaterialDerivativeAutogen::GetFunc1ReturnType(...)" does not have a case for "EFunc1::Exp2". Also found in Release-5.4, CL: 331987674 ...
Currently FNotifyNodeInterface directly references notifies that live within the related anim sequence. This can cause intermittent crashes when notifies are removed as the UI can still reference t ...
When a Material Instance with Layer Parameters is added to the Level Landscape, the Layer Names get added to the Localization Dashboard. ...