The issue appears to that CheckLedgeDirection almost always returns true, which returns the leftward side step. This is correct for the leftward direction, but is not valid for the rightward directi ...
When running Movie Render Queue job for a sequence which uses FKControlRig and a sequencer window is opened, Track->ReplaceControlRig() is called every single frame, not only an initial frame. This ...
SplineMeshActors all share the first spline placed rather than their own spline when using the mobile renderer. This was first reported in this UDN: https://udn.unrealengine.com/s/question/0D54z0000 ...
Occasionally material and material functions previews in the content browser are displayed with the default material checkerboard, perhaps due to shaders not being compiled. UDN users are also expe ...
Screen space denoiser creates two types of artifacts: artifacts around boundary for general lighting The artifact is there before 5.2 but since the ray traced shadow denoiser denoises on the sqr() s ...
Sometimes on the first launch of the game after install, the launch image will be a cropped portrait drawn in landscape orientation, on the left side of the screen, with the top and bottom getting c ...
FControlRigBlueprintActions::CreateNewControlRigAsset is crashing in ResolveObjectHandleNoRead. Looking at the control rig in UControlRigBlueprint::Serialize, it's marked as pendingkill but I'm uns ...
The crash log shows Error: Ensure condition failed: MyMemory->RequestID != INDEX_NONE [UE5\Engine\Source\Runtime\AIModule\Private\BehaviorTree\Services\BTService_RunEQS.cpp][Line: 93]. Other logs ha ...
I believe this issue stems from the ContentBundleContainer not populating the StreamingObjects of the UContentBundleDuplicateForPIEHelper. PIE in the same level as the bundles works as the editor h ...
UWorld::ComponentOverlapMultiByChannel and internally, the call to FBodyInstance::OverlapMulti, misses overlaps and blocking hits when the PrimComp's (the component used to test overlaps) mesh uses ...