proposed fix seems ok to me: UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...
Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...
The Level Visibility tracks part of a Subsequence are turned off every time you save the Leve Sequence. It does not happen if Level Visibility tracks are added in the main Sequence. ...
A crash from bad memory access can happen when clearing the textures in a Texture2DArray asset. This appears to be because the order of operations when deleting the platform data is: ``` if (Privat ...
Skeletal Mesh Components that use Custom Animation Mode will have their animation rest to the base position when any change is made to the Level Sequence that the character is used in. The Licensee ...
The WindowsVideoRecordingSystem can start to record late when a StartAction is done. Not sure if it starts to record late, or the first seconds of the resulting video are ommited when the mp4 file i ...
When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...
User report: I want to run iOS shaders with half precision floats as I do on Android. If I disable Force 32 bits Floating Point Precision, there are unfortunately a bunch of shader compilation error ...
When the boolean is set on a child skeletal mesh, looks like it gets reset Specifically , at UActorComponent::ConsolidatedPostEditChange forces a reconstruction of the Blueprint, making the trans ...
LocalHeightFog actors placed in levels for 5.3 projects are invalid and not appearing in levels after the project is upgraded to 5.4. This is likely due to LocalHeightFog being renamed to LocalFogVo ...