When adding elements to an array inside a code class, blueprint instances of the class do not have their array updated after a hot reload. ...
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 ...
The same animation FBX file generated from Maya will import correctly into UE4.9 but incorrectly into UE4.10. Moreover, if you generate an FBX from the animation that was successfully imported from ...
The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...
A SkeletalMesh component will spawn in rotated when setting the skeletal mesh and simulating physics on Begin Play Adding a Delay between SetSkeletalMesh and SetSimulatePhysics will correct the iss ...
When using Voice Virtualization settings, if the Attenuation Volume becomes 0.0 do to Focus setting, Restart does not behave as expected on looping sounds. Both Disabled and Play when Silent do wo ...
Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...
When calling GetAllocatedSize() on a TBitArray it will round down the result of MaxBits / NumBitsPerDWORD. This means that not enough bytes are allocated when the MaxBits is not divisible by NumBi ...
Toggling a Spline component from an open/closed loop through bp's isn't reflected ...
The OnUnPossess() method of the AAIController class is triggered twice ...