It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...
This is a trending crash coming out of the 4.17.0 release User DescriptionsIt Stopped when I tried to place a mesh in thrid person. Source Context 164 if (GEditor->GetSelectedComponentCou ...
This is a common and longstanding assertion that has occurred since at least the 4.13 release. User DescriptionsI was messing with a sequencer's camera settings (not playing back, but active) and c ...
Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors Changes needed for / issues found with each emitter:A ...
Character velocity is registered while walking against physics objects and vehicles User description: I'm trying to rely on velocity to know when an actor is moving so that i can stop the walking ...
This problem is caused by an incorrect calculation of the number of chunks in the read request. Here is the workaround applied by the licensee : int64 FSignedArchiveReader::PrecacheChunks(TArray<F ...
This is not a regression. Tested in //UE5/Release-5.1 CL23901901 Editor crashes with an assertion after interaction with an Instance Static Mesh component that is in a locked level. This doesn't af ...
Target Rotation of Physics Handle doesn't register and can't be manipulated on tick User Description: I mentioned some versions before that rotation of Physics Handles is broken and now it is even ...
When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...
When a capsule collider passes from the top of one piece of geometry to another that is very close the OnHit event doesn't fire. I have attached a project that demonstrates the issue in 4.23. A vid ...