Logs aren't being saved on Android devices, even when the source files are updated to reflect output logs. However, they were working in 4.12. iOS logs are showing up in shipping. ...
Occurs 5/5 times. Details panel in Animation Montage goes blank when fields (Start Time, End Time, Play Rate, Loop count) are clicked in to update data. This defect also occurs when clicking in th ...
When DitheredLODTransition is enabled for HierarchicalInstancedStaticMesh, in the previous version (5.1.1), dithering was applied during fade-in/fade-out, but in 5.4.3, dithering is not applied duri ...
Adding a material to a mesh that is affected by world position offset has reduced tessellation around the meshes edges. This is seen when viewed in wireframe and is influenced based off of the angle ...
Two-Sided foliage materials with an Opacity of 0 ignore any shadows cast with Virtual Shadowmaps, even in a completely sealed environment. This did not happen in UE 5.1.1 ...
BlueprintNativeEvents (and BlueprintImplementableEvents) are not available to be overridden in a Blueprint Graph if they do not return a value. This affects both functions present in source code, as ...
When using a line trace in the construction script so that objects can return a value destructible meshes will not return a hit. This does not affect use in game with PIE or Standalone game, but if ...
Attached to this ticket is a project with an asset that uses a beam type that is causing a crash when trying to open the asset in 4.11 and 4.12 (MAIN). When trying to recreate the asset there is no ...
The call to UpdateInstanceTransform within UInstancedStaticMeshComponent::UpdateInstanceTransformById(..) sends bTeleport in place of bMarkRenderStateDirty that was added as part of Unreal Engine 5. ...
If something is executed before a SetActorRotation node on Tick inside of a SceneComponent class BP and then added to an Actor class BP, the physics will lag User Description: When using set rotat ...