When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be unedit ...
Function UNavMoverComponent::GetFeetLocationBased() on file "NavMoverComponent.cpp" returns an FBasedPosition built from an FRelativeBaseInfo. The "MovementBaseInfo" is read from key "CommonBlackboa ...
Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior. In the repro project provided (see addl in ...
If a user set the transform of a Body from the game thread and physics is running multiple async ticks perf game tick, the transforms might be being calculated incorrectly. ...
Users custom AI project crashes if anything is Built. (All, Lighting, Geometry, etc.) The project can be played but receives a message during play that the Navmesh needs to be rebuilt. ...
UPDATE This issue no longer reproduces on driver versions 580.88 and higher. City Sample game crashes immediately upon opening with a NVIDIA 5080 with the latest drivers as well as some previous dr ...
When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...
In Split-Screen, with "r.Lumen.Reflections.DownsampleFactor" set to 2, it is possible to have vertical colored artifacts on View 1 (the second view). The Licensee reported the artifact occurred on ...
Starting in Unreal Engine 5.6, disabling "r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal" can lead to light leaking between adjacent or overlapping meshes. Also tested on Release-5.6, CL: 4523 ...