Once packaged, a persistent level is unable to create navmesh data properly if the navmesh bounds volumes are only present in its sublevels. The issue can be traced to the UNavigationSystemV1::IsThe ...
The editor crashes if you implement two blueprint interfaces in an actor blueprint, and then an actor component blueprint. These interfaces must have at least one function that returns a value. The ...
Attempting to use a post increment operator in a TMap or TSet iterator will fail to compile with error shown in callstack field. This is due to the post-increment operator not being overridden in M ...
Unable to pause Camera Shake if Google VR plugin is enabled. Everything pauses correctly if the Google VR plugin is disabled. Unable to test in Main due to blocker with enabling Google VR plugin. ...
The Initial Modules appear to be clamped to a zero to 1 time frame since 4.8 was released. Projects that are converted from 4.7.6 will have correctly working particle systems, but adding a new part ...
Associated UDN [Link Removed] We've been having some issues with the replication of attributes. Namely we have an OnRep_ function for an attribute that receives FGameplayAttributeData& OldValue a ...
Placed Editor Utility Base was recently deprecated and users who require the functionality of ticking in the editor are unable to use "Editor Utility Actor" or "Editor Utility Widget." A couple of u ...
If you open a material with the speedtree node plugged into WPO and then use a texture coordinate(index of 2) in base color the material will no longer compile properly. The full error is "Error [ ...
Regression: Tested in UE5/Release-5.0, the issue does not occur so it is a regression. This issue appears to be effecting Blueprint Actors specifically, as creating a Blueprint of any other class d ...
Projects fail to package for Windows when the Steam Audio Plugin is enabled. Errors: UATHelper: Packaging (Windows (64-bit)): xgConsole: MatTest-SteamAudio.lib(Module.SteamAudio.cpp.obj) : error LN ...