If the default value of a replicated property is edited on an instance of a placed-in-map actor, then on the server is value is changed back to the default, a client who joins in progress after this ...
Lumen seems to not be using Large World Coordinates somewhere. The Lumen Scene develops artifacts at large distances (5000 KM) from the world origin. ...
The locations of individual point cloud points are empty in the array returned from the get_points_in_box_as_copies,get_points_in_sphere_as_copies,line_trace_multi functions. The last boolean argum ...
Nanite Tessellation displacement direction is incorrect for landscapes with non-uniform scales. It seems to use the normal from the unscaled landscape, which can result in the displacement causing t ...
The Global Distance Field can constantly update, even when the camera is stationary, in large World Partition maps. This bug requires a large amount of the World Partition map to be loaded to reprod ...
Summary In UE 5.7.4, when a looping BlendSpace with Match Sync Phases enabled plays as a SyncGroup Leader and crosses its loop boundary during a transition to an external AnimSequenceFollower in th ...
Adding a module which has Required Dependencies (such as "Add Velocity") to event handler stage causes ensureMsg. > > In system /Game/NewNiagaraSystem.NewNiagaraSystem, module AddVelocity (NiagaraN ...
Workaround: Construct the DefaultSubobject with ... = CreateDefaultSubobject<UMassAgentComponent>(TEXT("MASS"), true); The issue appears to be that the DefaultSubobject holds a pointer to the CDO ...
When tearing down a nanite project with the nullrhi active, there is a crash in the FeedbackManager destructor that causes any exit to be unclean. The teardown process causes a crash as the destruc ...