The windows mouse speed settings appear to have no effect on the panning speed in blueprint. ...
With exclusive nativization enabled and a blueprint calling a blueprint function library function a project fails to package due to an ensure failure !bStaticCall in BlueprintCompilerCppBackend.cpp. ...
When scaling multiple selected actors in the scene with snap enabled the actors will reposition to the pivot origin of the last selected actor in the group when going down to a value of 0 or a negat ...
NaN (Not a Number) is handled different when clamped on Windows and Android/iOS. If you clamp a NaN (Acheived by -3 ^ 0.2 in the reproduction project) from 0.0 to 1.0 and then print the result, you' ...
User is crashing when opening project after converting to 4.7. [Link Removed] [Link Removed] LOG IS ATTACHED 4.6 project with updated plugin: [Link Removed] ...
This never happens on ue5.0.0 The problem appears to be caused by a deleted PhysicsProxy being registered with Solver. Since the solver accesses the deleted PhysicsProxy, it may crash. Checking a ...
There's a bit of broken (or missing) logic in ACharacter that doesn't account for users having released the jump button. This is a well known issue, and there's even video's describing how users can ...
This is a regular and longstanding crash in 4.17 that has occurred since at least 4.14. Users have not provided any descriptions of their actions when the crash occurred. There has been some previo ...
In the UE5 case, we end up seeing very harsh lines in both the gradient and the distance to nearest surface examples whereas the results in 4.27 appear smooth. It was also interesting to observe c ...
When unlocking FPS in Viewport it defaults to 120 instead of potential max FPS. If you do this during Launch the 't.MaxFPS 0' or 't.MaxFPS -1' commands unlock the FPS to the max the GPU allows in th ...