There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...
Nanite ISMs lost selection outlines in UE5.5 Actors having an ISM component which uses a static mesh with nanite do not get a selection outline when selected in the editor. Having Nanite is essentia ...
[Link Removed] ・Open attached project ・Open NewMap ・Confirm that an error appears on the console ・When creating a Windows (64-Bit) package in this state, the same error occurs ...
Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...
While in the Editor with a Mac the user can press either Cmd+W or Cmd+Q to exit. The user on AnswerHub is reporting that the Cmd+W should close an active window or tab, where as the Cmd+Q keybinding ...
Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
User who has been working with an Ocean Shader for some time noticed that on updating to 4.8 Previews, the Adaptive Tessellation is not updating correctly when the mesh displaces from out of camera ...
The prompt window that appears when a project is converted from one engine version to another will "approve" the conversion even if the red "X" is pressed to close the prompt window. ...
Causing a Nav Mesh update, such as by moving an actor into the NavMesh that will create a hole, seems to be breaking Nav Link Proxies by preventing characters from being able to use them. ...