Large World Coordinates tile-offset position data can result in artifacts far from the world origin, when using it as input for mathematical distance field generation. This can be mitigated by demot ...
Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...
Unreal currently locks any assets that are loaded. Actions such as "revert" from within the editor handle this properly by unloading the asset but unshelving from within the editor does not respect ...
While the OnLobbyMemberLeft event does seem to be fired correctly, the remote member will still be in the lobby's "Members" map, and its data can still be found in FLobbyClientData::MemberDataStorag ...
This issue has been reproduced in UE 5.3 to 5.7 and source versions. A repro project is available. Below are the findings from an initial investigation of the problem. Normally, when a UserWidget p ...
When useing marquee select on controls in the rig, their on screen size determines how likely they are to be included in the selection which isn't a reliable enough method for animators. Our workaro ...
Geometry Collections (GC) built with "Use Root Proxies" rendering/transform positions ignore the original root node rotation and can lead to unexpected behaviors. If the root node of the GC was rot ...
When we have Vectors in BP with Show 3D Widget enabled, the Transform Widget would always snap back to the Actor after we move the 3D Widget in-world. [Link Removed] Removing the _DaySequenceActor ...
ULocalPlayerSaveGame::AsyncSaveGameToSlotForLocalPlayer was designed to properly support multiple in flight requests at the same time, but the current code does not work correctly and this can cause ...