There currently is a mismatch occurring when light function atlases are used in conjunction with exponential height fog. When the flag r.VolumetricFog.UsesLightFunctionAtlas is enabled, light shafts ...
Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...
When a Sandbox Visitor checks a directory and it doesn't exist, it returns true on Windows and false on other platforms. The code that uses the result of this check, IterateDirectory, doesn't conti ...
In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...
Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...
This crash is caused by how source control history is managed and shown. In this specific case the source control software is Perforce. As written in the repro steps, it can happen to any uasset tha ...
The CharacterMovementComponent simulates the position of a jumping/falling character inside function UCharacterMovementComponent::PhysFalling() [CharacterMovementComponent.cpp:4381]. On the main cod ...
The melee gameplay ability GA_Melee uses a NetMulticast RPC which isn't allowed and causes a blueprint validation error: GA_Melee.uasset: Gameplay Abilities are not replicated to Simulated Proxies ...