In blueprint graphs, the action list for soft object references of a Object subclass is incorrect. "Equal" spawns an incompatible node, while the expected "Equal (SoftObjectReference)" is missing. " ...
Camera cut warmup does not take into account the shot's camera cut track when rendering from the master sequence. Rendering the shot alone will, however. ...
From UDN: "In FBoneContainer::GetRetargetSourceCachedData, the source bones are assumed to relate to the same skeleton as the bone container, which is not the case when using a skeleton remapping t ...
It looks like adding keys through the details panel only works correctly for the first selected actor in the world outliner. WORKAROUND Auto keying seems to pick up the multiple edits as expecte ...
There was no problem in UE4. It can be fixed on UE5 by the following workaround.console command 'r.Editor.Viewport.MaxRenderingResolution' set 'Realtime off' on viewport ...
When a Blueprint asset is reloaded, we are currently serializing its CachedDependencies list during the discovery of potential referencers. This can lead to incorrectly treating all dependencies as ...
When using a virtual texture sampler for a thin translucent material, and that material occludes other objects that sample virtual textures, the occluded objects don't stream their VT. ...
When spawning Pawns with a StaticMeshComponent with SimulatePhyscis=True, they occasionally may not simulate physics. This can be reproduced by simply repeating the respawn. The frequency of reprodu ...
This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Retainer Box does not propagate Visibility settings to children. Setting Canvas visibility to 'Not Hit-Testable (Self & All Childre ...
Moving a SmartObject inside of the level shows that the slot debug view is moved along with the SmartObject, but when PIEing the AI react as if it has not been moved/rotated. You must click Rebuild ...