When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...
From licensee:When the player pawn teleports inside a structure that is a HLOD, the dithered HLOD fading transition is not properly reset so we can see it re-starting to fade, from the inside. Our ...
The Blueprint_Effect_Explosion Actor's Root Component in the Starter Content is in some form of invalid state. It reports to have a scale of (1.0, 1.0, 1.0) in the details panel but further behaviou ...
This is a regression as the issue does not occur in //UE5/Release-5.1 @ CL 23901901 ...
DrawDebugString does not appear to be working when combined with nDisplay. ...
This is not a regression against 5.0. Tested in //UE5/Release-5.0 CL20979098 However, as users have pointed out, this is a departure from UE4. The same process in 4.27.2 demonstrates the building d ...
Composure doesn't indicate why Level Layering is disabled when used in a World Partition level this is confusing some users who are not familiar with World Partition. ...
This is a regression. Tested in //UE4/Release-4.27 CL#18319896 Moving widgets within UMG by dragging the position value with any sort of speed results in the widget stuttering and jerking around. ...