Licensee reporting material slots being incorrectly assigned when loading an asset created in UE4 into UE5 via an upgraded project. ...
See linked UDN for more info. When a server initiates a non-seamless travel, it will inform any connected clients by sending the reliable ClientTravelInternal RPC. After a delay (controlled by Serve ...
If an actor contains multiple primitive components, it uses all of them for calculating navigation bounds even if some of the primitives are not marked as navigation relevant. Toggling navigation re ...
When playing the two metronome sounds, it is expected that when the 1bar asset loops, it will stay in time with the 12 bar asset; however, instead phasing begins to occur. This does not occur when ...
When reloading utility widgets the Movie Scene Property Track seems to be unrecognized causing cast nodes to become invalid. ...
Within the actor snapshot area, you can categorize information into different sub-trees, each of which are expandable. However as you scrub through the timeline and new events happen, any sub-catego ...
The Other Developers folder is comparing against the virtual path of a file to see if it starts with "/Game/Developers", but the virtual paths of all the developer folders start with "/All/Game/Deve ...
If multiplying a mesh with ComplexCollision by inverse scale, the geometry may not be created on the mesh. This may depend on the assets of the mesh. In the sample example, the navmesh is not create ...
"stat llm" does not show that the Audio summary value is the sum of Audio related tags. In the attached screenshot, when executing "stat llmfull", the AudioSummary value is less than the sum of "Aud ...
Destroying the owning actor as a response to an anim montage's anim notify causes unsafe access of the current anim montage. See repro steps. ...