The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...
Licensees have reported failed multi-thread access code for NavElementAccessDetector in complex levels that have not finished compilation of their static meshes. The eventual failed check is inside ...
This crash can be fixed by adding a couple of || IsRunningGame() like it is done here: FGenerateStreamingContext Context = FGenerateStreamingContext() .SetLevelPackagesToGenerate((bIsPIE ...
Dumping of world partitioned HLOD stats in commandlets no longer works since updating to Unreal 5.5. The cause seems to be that the functionality has been moved from UWorldPartitionHLODRuntimeSubsys ...
When adding late joining clients, the engine checks the originally requested EPlaySessionWorldType, rather than checking whether or not the session is currently simulating or not. This means if the ...
Skeletal Mesh motion vectors are output only for the last sample of Spatial Sample Count, while Static Mesh motion vectors are output in all samples. UDN: [Link Removed] Slack thread: [Link Remo ...
This seems to occur because the original listen socket is still around when the instance tries to create the new one, even though it has been marked for deletion. The issue does not occur when FStea ...
This can also be observed while running in PIE mode using the console command "r.TSR.Visualize -2". It is not clear whether it is only the TSR flickering temporal analysis visualization that is exh ...
CL-35369646 changed the debug information string to span multiple lines, but the Y offset moves forward by only one line, so the string overlaps. ...