When you add a level with stationary lights to another level as a sublevel they will show a first error icon on the lights. Once you close the project or refresh the level this icon is shown as nor ...
Normally a warning appears to confirm references to an actor will be deleted. If the references are unloaded then no warning will appear. ...
Reproduction rate: 5/5 Regression check: No, this also occurs in 5.4.2. Please note that this issue only reproduces with the Gamepad Face Button Bottom and does not occur for any other gamepad butt ...
By creating a DebugComponent, the texts added to this component are not displayed in the viewport of the Blueprint editor. This is because the UCanvas reference that is being passed is that of the ...
Currently there's no validation within the animation attribute container that bone ids are valid. This means that client/game code can add attributes with invalid bone ids into the container and th ...
It seems that the FConsoleVariableDelegate used with CVars in AnimationBudgetAllocatorCVars.cpp does not get called when values get set initially from ini (e.g. DefaultEngine.ini) so dependent value ...
The deploy device selected in project launcher custom profile does not get saved. After restarting the editor, all selections are cleared, and have to be re-selected in the deploy device every time. ...
It seems that a simple change from TCHAR_TO_ANSI to TCHAR_TO_UTF8 in UE::FUsdStage OpenStageImpl() fixes the issue. ...
This is a sRGB color space issue. Potential solution: Use regular texture import instead of FImageUtils::ImportFileAsTexture2D in ThumbnailGenerator::GenerateThumbnailFromFile ...