When a small external force is applied to the rigid body, the VSmooth value is reset in the ResetVSmoothFromForces function. Since this function ignores the current velocity, a very small velocity ...
Asset returns after being deleted from the content folder while the editor is open. A deleted asset comes back and does not prompt to save it. This leads to the asset being removed when the editor i ...
This is a common and longstanding crash that has occurred since at least 4.15 and affected nearly 500 users. The CrashGroup was previously linked to [Link Removed], but that had specific repro step ...
File "<ENGINE_PATH>/Engine/Config/BaseEditorSettings.ini" contains the following setting: [/Script/UnrealEd.ContentBrowserSettings] ; Whether to display the game project plugins in the Content Brow ...
In UE5.8 it appears some changes were made to the camera control and navigation in the editor viewports. You can no longer use controller and mouse simultaneously to control the camera. Previously ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Source Context: 165 return *VertexFactoryTypeIt; 166 } 167 } ...
Note : Reopening the level sequence causes ensure failed. (also see callstack) LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: InstanceRegistry->I ...
When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...
Instance overlap functions for Foliage Instanced Static Meshes detects instances incorrectly. I was able to see this occur with both the Sphere and Box functions. In addition, I drew out debug sphe ...
LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...