Overriding a subobject's class in a native base class can lead to that component being null in derived Blueprints. ...
When creating a blueprint component based off of a custom native class that utilizes the ClassGroup metadata ...
A Blueprinted actor's construction script time can be affected by the complexity of an opened level Blueprint. ...
Shader compilation error occurs when using values sampled from texture for Customized UV1. No problem when connected to Customized UV0. This problem compiles well if I change the value of Const to ...
When enabling nanite on Quixel Bridge assests. Materials sometimes randomize to other assets in the viewport during simulation or PIE. This does not occur every time and may take a few tries. T ...
The shadow state used to store previous values on the client side is not GC aware, so when an object gets garbage collected it's not nulled out of the shadow state. This results in stale pointers b ...
Unreal Engine should support haptics on gamepads on iOS and tvOS [Link Removed] [Link Removed] ...
VLM is not handled when rebasing. The following workaround works. void SetupPrecomputedVolumetricLightmapUniformBufferParameters(const FScene* Scene, FEngineShowFlags EngineShowFlags, FViewUniform ...
This Jira is there to make sure we load the skeleton asset before the skeletalmesh asset need it ...