As per the steps to reproduce, Keep Simulation Changes will often only copy back the most recent property changed on a simulating Actor back to the version of the Actor in the Editor level. It is no ...
As per the steps to reproduce, the Substrate Add node only adds the first Substrate Slab's Emissive value when "Use Parameter Blending" is enabled. Leaving "Use Parameter Blending" unchecked on the ...
When using External Data Layers in conjunction with Game Feature Plugins and World Partition levels, removing a Game Feature Action or changing its type to "None" does not remove the associated Exte ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This appears to be a regression issue, as the localization w ...
The enhanced input events defined on the widget will no longer be triggered after the widget is recreated. Until the widget is added with AddToViewport, input events will be triggered correctly. If ...
One of the users described this issue as below. "At seemingly random times while working in the material graph, some action will cause a hitch or freeze, and quickly after the engine will crash, an ...
When using a UserSceneTexture in a post-process material, a visible rendering issue occurs if the viewport's ScreenPercentage is set to below 100. This issue looks like it might stem from an incorre ...
There is a haloing effect when depth of field is used while post processing also has propagate alpha enabled at higher scalability levels. The effect becomes more obvious as the resolution of the vi ...
Does not crash in 5.4 on same hardware so looks like a regression. Attached Unreal logs indicate source of critical error: 'FARKitCameraOverlayMobilePS' shader uniform expression set mismatched sh ...