Hit testing for widgets contained within a RetainerWidget does not correctly account for rotation applied via render transforms . While the content renders with the expected rotation, hover and clic ...
Context UEditorEngine::OnAllPIEInstancesStarted() is a virtual function that gets called when launching Play-in-Editor. It can be overridden if the game project chooses to introduce a subclass of U ...
Display DrawDebugSphere at the DefaultPawn's positionSet bConstrainAspectRatio=true on the DefaultPawn's CameraComponent Setting bConstrainAspectRatio=true in CameraComponent causes DrawDebug renderi ...
UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs. For actors that are persisted partway through a seamless ...
When a Level Sequence’s Camera Cut track with When Finished = Keep State is played, the “original state” is persisted into the PreAnimatedStorage array inside FPreAnimatedCameraCutStorage. From the ...
When analyzing materials that use Material Layers, Material Analyzer reports that multiple Material Instances “share the same static parameter array” and therefore recommends reparenting so that onl ...
This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...
Starting with Unreal Engine 5.7, specular reflections on clearcoat Materials are less pronounced. Unreal Engine 5.5 tests performed on //UE5/Release-5.5/, CL: 41545209 ...
FMovieSceneSkeletalAnimationParams::MapTimeToAnimation takes in an FFrameTime and FFrameRate and is supposed to tell you which frame of animation that evaluates to, when accounting for looping, play ...