When reloading the editor and a level where a sequence has a dynamic binding with a soft object ptr parameter to an actor in the same level, the director blueprint will recompile on load of the leve ...
We seem to be setting the InverseInertia to zero, even though the InverseMass is non-zero. FPBDJointUtilities::ConditionInverseMassAndInertia assumes that the inverse inertia is only zero if the in ...
The serialization code for the motion matching database has a check that will fail if a property has the IgnoreForMemberInitializationTestName meta tag. Niagara emitters contain a property that has ...
USplineMeshComponent::CalcBounds function should be returning an FBoxSphereBounds type, but in the implementation it instead outputs an FBox. This may result in the returning of invalid results, esp ...
The base color is brighter on Nanite meshes than non-Nanite meshes when GBuffer Format is set to "Force 16-bits per channel" (r.GBufferFormat 5) even though the meshes are using the same material. ...
In levels where "WorldPartitionRuntimeHashSet" is specified as the runtime hash class, the world partition may not be correctly visible only in the package. This issue is reproduced only in packaged ...
Due to a missing string in CompressionLevelNameMap in OodleDataCompression.cpp, it is possible for LevelName to be left uninitialised after parsing the compression effort, which causes a crash when ...