UDN: https://udn.unrealengine.com/s/case/500QP000009NxNBYA0/deleteallmaterialexpressionsinfunction-doesnt-delete-all-expressions-in-one-go?fromCase=1 A UDN user is reporting that the delete_all_mat ...
This is because SSceneOutliner::FullRefresh is called every time the search text changes, which repopulates the whole tree. There's a few options to look into here (first two might be tricky with b ...
When doing overlap tests in PrimitiveComponent, UWorld->ComponentOverlapMulti is used. The callstack for that ends up looking like this (callstack is inverted, highest level on top): UWorld::Compo ...
https://udn.unrealengine.com/questions/437463/%E3%83%9E%E3%83%86%E3%83%AA%E3%82%A2%E3%83%AB%E3%81%AE%E3%82%B5%E3%83%A0%E3%83%8D%E3%82%A4%E3%83%AB%E3%81%8B%E8%A1%A8%E7%A4%BA.html ...
I believe this is similar problem to this UDN reported bug. https://udn.unrealengine.com/questions/438893/view.html It can be avoided by removing the comments in LevelSeuqnceActorSpawner.cpp UEng ...
Regression: Nanite Foliage is a new feature in 5.1, so this issue is not reproduceable in 5.0. Notes about this new support can be found under Nanite Improvements in https://docs.unrealengine.com/5. ...
Summary: Cached 3DGas Niagara system appears blocky in packaged game. Brought up by a licensee via UDN: https://udn.unrealengine.com/s/question/0D5QP00000a17A40AI/niagara-fluids-simcache-artefacts- ...
A licensee reported that under the Chinese language setting in UE5, using the “Quickly Add to Project” button results in incorrect or ignored input when entering text via Pinyin IME. If the user sta ...
When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...
When a landscape is set up to use runtime virtual texturing. If it uses a material that writes to a runtime virtual texture and has tessellation enabled. Then we see a crash and the log reports: ...