RecastNavMesh is not generated at the sub level dynamically added in C ++ in 4.20. In 4.18, 4.19 it was generated normally. Probably, changes to the large number about NavMesh systems from 4.19 to ...
When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...
When you remove an axis mapping using a specific key it will remove all mappings even if they have separate scales. The user found a fix that I verified that worked. In "InputSettings.cpp", which i ...
In UE4, Reparenting the Child Component did not update it on the screen, but the Relative Transform was updated. However, UE5 now retains Relative Transform, so there are on-screen updates. This is ...
When using VirtualHeightfieldMesh we see intermittent crashes in FDepthPassMeshProcessor::TryAddMeshBatch(). This can happen when FVirtualTextureProducerCollection::CallPendingCallbacks() is called ...
This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...
When a room component is added in C++ via the actor constructor, an ensure is triggered from precaching and the groom component. Behavior also observed on UE5/Release-5.5, CL: 40988944 ...
When changing the variable type of a variable in a struct, it can cause some pins related to arrays of this struct to become disconnected. The project provided was from the Marketplace, entitled "Su ...
Using Straighten Connections shortcut can cause the editor to crash after removing node pins. This appears to be due to GetGraphPinForMenu returning the last pin selected (in this case, the removed ...
The following warnings appear in the output log for ShooterGame clients when switching weapons. [2015.11.05-19.41.11:550][253]LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connectio ...