Key repeats from the OS do not affect the EnhancedInput normally, but it causes inconsistent event triggers when FlushProcessedKeys is called with holding a keyboard key down. Removing references t ...
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 ...
When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...
When dragging multiple (tested with 4) notifie states there are a few issues. On Drop: Some notify states do not land on the correct track. On Drag: The notify states do not line up with their cor ...
When using a landscape spline with multiple segments, there can be misalignment between spline segments when the tangent length of segments are too short, causing visual seams between meshes that sh ...
Certain codepaths in USkeletalMeshComponent::InitializeAnimScriptInstance can cause linked anim graphs that are running in Post Process anim bps to be unlinked. The problem only occurs when the lin ...
From licensee: Foliage instances are not drawn correctly/the wrong LOD is selected while painting in FoliageMode. This is more apparent when setting InstanceSettings>CullDistance>Max to a value != ...
When GetCurrentAnimationNotifyStateTimeRatio is used inside of a montage it can return the wrong time ratio in certain cases. ...
In [Link Removed], it mentions that only the instance in the editor viewport supports switching to Simulate In Editor when running multiple instances in PIE. However, rather than showing that instan ...