See attached project for a good repro ...
ReversedDepthOnlyIndexBuffer is exported even when bEnableDepthOnlyIndexBuffer is false. It's likely an error and line 568 in StaticMesh.cpp should rather be ://if (!bEnableReversedIndexBuffer) <= ...
Node operations cause all of the collapsed nodes to be auto expanded. This is disruptive when working with complex hierarchies because you can't hide irrelevant components. ...
This is not a regression. Tested in //UE5/Release-5.1 CL23901901 Changing materials before making a change to a model with cube grid causes that previous selected material to be added to the model ...
https://udn.unrealengine.com/s/question/0D54z00008xo1TpCAI/commonui-left-thumbstick-input-do-not-trigger-onkeydown-properly-even-if-there-isnt-any-navigation-event-being-triggered?fromCase=1 ...
There is no manual clutch control exposed to users. For completeness this should be available via blueprint in the same way that the settering, throttle and brake are user controlled. ...
If a variable is renamed on a blueprint, then any child blueprints will lose their default values for that variable and reset to the parent's default value. This resetting only happens with the Chi ...
This does not just work with BaseColor, you can affect any of the outputs by connecting something to a disconnected CreateMaterialAttributes. ...
FHighResScreenShotConfig::Init() sets the materials only in the Editor, due to a #if WITH_EDITOR block. However, the FViewport class exposes the TakeHighResScreenShot to non-editor builds as well, l ...