From User Bug Submission: When an actor/component (e. g. a camera) rotates around another object using the rotation lag of USpringArmComponent, it cannot rotate to the top or the bottom. At these ...
When using the Project Launcher to package a project, the Include Prerequisites setting is ignored. Attempting to add the -prereqs command to the arguments also does not include these, which is what ...
It seems that "Enabled per poly collision" with "Support compute skincache" causes a crash at runtime immediately. We can easily reproduce it with ContentExample. The logs at the crash timing... L ...
When "Use Background Level Streaming" is disabled, the Editor gets stuck loading in PIE when you press Play. This is a regression from 4.19.2 (CL-4033788). This issue was reported and tested in 4.2 ...
For skeletal meshes with multiple cloth assets in use, modifying any of the bone's collision body setup in the physics asset causes a crash. ...
When using 'Set Input Mode to Game and UI' and enabling 'Use Mouse for Touch' this causes the Mouse to appear in different positions and change the direction the camera is facing. This is a regressi ...
A licensee has reported that the TestEqual(TCHAR*, TCHAR*) function tests for pointer equality instead of comparing two values, which does not accomplish what the function is meant to do. Regressio ...
When updating InstanceStaticMesh transform from C++ or BP, UpdateInstanceTransform then FStaticMeshInstanceBuffer::UpdateInstanceData gets called. Sometimes InstanceData->SetInstance in FStaticMeshI ...
Placing a rect light in between two static meshes causes the surface to be extremely bright. This will happen even though the lights settings are default. It will not happen if it is lighting just a ...
InString with Curly brackets are copied to clipboard as DefaultValue="\"{Hello}\"", and the pasted result does not include the Curly brackets. "Brace drop itself is happening in FParse::Li ...