The color picker window stays open if the Eye Dropper tool selects color from anywhere other than the viewport. The color is captured in the color picker before it closes, but makes it a nightmare t ...
There are a lot of cases where nodes in the material editor will no longer get deleted even if you save the material after deleting the node. As soon as you close the window for the material editor ...
When there is a Retainer box with the visibility set to "Self Hit Test Invisible" and has children, the children cannot be interacted with. Children such as a button cannot be clicked. This issue c ...
When opening a new blueprint for the first time Adding any static mesh component (Engine content or User created) causes the mesh to display with a bright green emissive. This issue occurs only in t ...
Numerous LogMetal: Warning: AsyncCopyFromBufferToBuffer on overlapping ranges Warnings Warnings do not appear to be linked to any visual/performance problems in the editor. Could be safely ignored. ...
Masked materials that sample virtual texture don't function correctly. They render black instead of masked. This happens when there is no depth pre pass enabled. Automatically enabling depth pre p ...
This is a regression. Maybe Binary only if it hasn't already been fixed. Tested in:StreamCLTypeResults//UE5/Main18386535PerforcePerformance is normal after screenshot//UE5/Main18218925Perforce Per ...
The following code fixes the tilt : void UTargetingSelectionTask_AOE::DebugDrawBoundingVolume(const FTargetingRequestHandle& TargetingHandle, const FColor& Color, const FOverlapDatum* OverlapDatum) ...
Hello! In UE 5.5 Preview, new stylus code was introduced, which can cause a test failure in an unrelated test suite, Editor.Plugins.Tools.Modeling.EditorMode.ExtrudePolygons.*. The test indirectly ...
Hi, I also ran into an issue when exporting a skeletal mesh that has multiple sections that all share the same material slot. It looks like the index buffer that's constructed is incorrect. In GLTF ...