It seems that the numbers are rounded in VertexFactoryCommon shader. The cube consists of vertices that are very far from the origin and are placed on the screen by placing them at coordinates that ...
This is a bug reported from a UDN customer with a sample project and video attached that goes over the input consumption states and how they are incorrectly being set when changing UI modes ...
After triggering a breakpoint in blueprint, variable getter nodes can display the value of a different object than the node's target. For example: if an actor class has a value MyBool and the bluepr ...
I noticed that some struct are not always copied in python. For example, FBox is not copied if !a_src.IsValid and !a_dst.IsValid even if Min and Max are different. Another example is FJsonObjectWrap ...
Non-instanced object ref properties are incorrectly being skipped at property initialization time when Blueprint class instances are spawned with the fast property initialization path enabled. This ...
Licensees report that the definition of the USES_PER_INSTANCE_RANDOM macro only considers it in the context of the base material. As a result Per Instance Random used only in material layers does n ...
The pawn character is added to APlayerController::GetSeamlessTravelActorList, so it'll be persisted during server travel. The Niagara component is spawned during BeginPlay and activated manually. W ...
The confirmation message will fails spawning with the following messages in the log: [2023.07.25-20.04.01:038][ 0]LogWindows: Error: Failed to create dialog. The specified resource type cannot be ...
Workaround in UE5.3: UNiagaraComponent::TickComponent if (AgeDiff < 0.0f) { SystemInstanceController->Reset(FNiagaraSystemInstance::EResetMode::ResetAl ...
When using VirtualHeightfieldMesh we see intermittent crashes in FDepthPassMeshProcessor::TryAddMeshBatch(). This can happen when FVirtualTextureProducerCollection::CallPendingCallbacks() is called ...