This is not a regression. Tested in //UE5/Release-5.0 CL 20979098 Building Packed Level Actors causes references to break in the Packed level Actors' Blueprints. Rerunning the Build > Pack Level Ac ...
BuildTextMesh function queued as AsyncTasks may be called during saving (renaming) a level containing Text3DComponents. The following workaround fix the problem. void UText3DComponent::BuildTextMe ...
User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...
A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
Cutting two tracks in sequencer, which one is attached to another one, and pasting it break with Attach track. By this operation, Attack track loses its binding object. Copying such tracks and paste ...
Billboard components render translucent during play, but render opaque within the editor. Simply adding a billboard as a component to a new actor blueprint and placing it in the level will reproduce ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
When you add or remove collision manually, the NavMesh will not update, even after rebuilding paths. The only way to get the NavMesh to update when collision is changed manually is to restart the ed ...
Event does not fire at end of playback range. This does work with Forced Fixed Frame Interval Playback so wonder if this is invalid? I have some test content set up in //UE4/Main QAGame QA-Promoti ...
When you create a blueprint setup with a For Each loop and attempt to use Collapse to Function, the return node is connected to the loop body as well as the completed pin. This causes an issue becau ...