Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...
Fields with Maximum resolution are not affecting all leaves of a Geometry Collection on 5.4 and onwards. When calling GetRelevantParticleHandles() a Maximum Resolution field does return all particl ...
After setting Affects Indirect Lighting While Hidden but before saving the level, the emissive contribution persistents through datalayer visibility toggles. This does not appear to occur in PIE, on ...
From licensee:What happens is that UEditorEngine::CheckForPlayerStart() is returning the PlayerStart in the data layer, so FInternalPlayWorldCommandCallbacks::PlayInViewport_Clicked() doesn't route ...
When Megalights is enabled, light can leak into areas that should be occluded for lights with smallish (5.0) source length and source size. [Image Removed][Image Removed] This was taken with r.Ray ...
This is a regression tested in //UE5/Release-5.0 CL18319896 Scaling a Static Mesh along the Z Axis while the X and Y axes are set to 0.01 causes the Actor to stop rendering in the scene once the Z ...
Changing the global time dilation in a multiplayer game affects the rate at which actors are considered for replication, and setting it to 0 will even cause replication to stop entirely (unless the ...
UE5.0 does not support ActorFoliage at Levels where World Partition is enabled ( [Link Removed] ), but ActorFoliage will work via ProceduralFoliageVolume. And when you cook the level you will get an ...
If two states have MoveDirectionIntent vectors that are opposite to each other, interpolating between these states can result in MoveDirectionIntent being 0. This may cause issues for animation blue ...