When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...
When you remove an axis mapping using a specific key it will remove all mappings even if they have separate scales. The user found a fix that I verified that worked. In "InputSettings.cpp", which i ...
In UE4, Reparenting the Child Component did not update it on the screen, but the Relative Transform was updated. However, UE5 now retains Relative Transform, so there are on-screen updates. This is ...
When using VirtualHeightfieldMesh we see intermittent crashes in FDepthPassMeshProcessor::TryAddMeshBatch(). This can happen when FVirtualTextureProducerCollection::CallPendingCallbacks() is called ...
After setting Affects Indirect Lighting While Hidden but before saving the level, the emissive contribution persistents through datalayer visibility toggles. This does not appear to occur in PIE, on ...
When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
The Top Down template TopDownController has Block Input enabled by default. This is potentially confusing for new users not aware of this difference. Note that due to [Link Removed], testing this r ...
PIE with Auto Recompile Blueprints disabled generates an error message asking to compile PROTO_BP_Blueprint_0 and PROTO_BP_AnimBlueprint_0. Clicking Yes compiles, but any attempt to PIE thereafter g ...
Lighting Builds seemingly successfully but produces a Map Check Error for World Settings. There are several things that can be done to "eliminate the issue" and I have separated them into different ...
When changing the variable type of a variable in a struct, it can cause some pins related to arrays of this struct to become disconnected. The project provided was from the Marketplace, entitled "Su ...