The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...
When playing the user's project in editor vs Packaged, there has been different results for the enemy projectiles and how they are shown on the screen. When In editor, any enemy projectile will dama ...
When we have an enhanced input input action that uses a Down trigger and is mapped to a gamepad button, for example Gamepad Face Button Left, it can get into a bad state when the game is unfocused. ...
I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...
When playing the user's project in editor vs Packaged, there has been different results for the enemies collision. When playing in PIE, you are able to fly through the enemies with no issues. When p ...
In Sequencer, adding a Material Parameter track sets Parameter to Master Material defaults ...
The Left Mouse Button Pressed event is not firing when Input Mode Game Only is set and Show Mouse Cursor is true. Attached is an example project (4.23) that demonstrates the issue. Found in 4.23.0 ...
This only occurs in standalone or a packaged game Having a Play Media Player node in a blueprint causes all of that blueprint's functions to become uncallable. Found in 4.11 Preview 5. Reproduced ...
When using a BP with component instance static mesh that is added via the construction script, when using the build button in the toolbar to build lighitng and geometry everything will work correctl ...
When a user creates a blueprint node of their own that is used to spawn a user created object, the project becomes unable to be saved after the blueprint is put into use. ...