When using UE_VLOG events in blueprint or in code, the rewind debugger does not show those events visually on the track or output those events to the details view. ...
When there is a blended camera cut and the sequences playrate is changed, the camera blend time will not match the new rate and play incorrectly. ...
Foreground debug lines are cleared each frame and as a result, dissapear when PIE is paused (even if no persistence is supported, the lines sould be drawn if PIE is paused). We need support for pers ...
In UE 5.5 (and earlier versions), FCollisionResponse::operator== has incorrect behavior where it will detect that two collision response containers are identical if they have the same number of entr ...
When using the ForceSuccess decorator on a Run Behavior task which also has an abort decorator, the Force Success node cannot make the task return succeeded when the abort is triggered. This means t ...
TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...
Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...
There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...
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 ...
A checkf can fail in SSourceControlChangelists.cpp with the message: The same uncontrolled item was visited twice. It is likely present in more than one uncontrolled changelist This has been addre ...