The call to UpdateInstanceTransform within UInstancedStaticMeshComponent::UpdateInstanceTransformById(..) sends bTeleport in place of bMarkRenderStateDirty that was added as part of Unreal Engine 5. ...
This occurs when the pawn is initially replicated using the huge object path when first connecting to a server. Destroying and restarting the client's pawn works as expected. After connecting, the c ...
This issue occurs when streaming levels including reflection captures are displayed with delay. When it finishes loading assets, reflection capture textures are uploaded to the GPU. Then the leve ...
Do not show the last index in the preview mesh display of the CameraRig_Rail actor. The reproduction test case generates a ring of rails, but only the last index is not displayed. Recommended Cod ...
User is not able to load a build data asset without loading the level first. This can cause issues when trying to manage Source Control with the asset. ...
Actors that reside in TMap blueprint variables refer to the Editor actors not the copied UEDPIE actors (that we'd expect) when accessed in PIE. This is not the case in standalone; this only occurs f ...
Once a static mesh have generated LODS, the only lightmap index value the static mesh editor's UI accepts is 0. We should be able to set the index to any value between 0 and 3 as long as there are ...
If two line traces are run one right after the other to the same end point but different start locations, at times the second trace will incorrectly register hitting other objects though the trace l ...
"...it seems the crash occurs because it is trying to load an empty (0 byte) save file. Stepping through the code in Engine/Plugins/Online/IOS/OnlineSubsystemIOS/Source/Private/OnlineUserCloudInterf ...