Licensee reports change of behaviour between UE4 and UE5 when reimporting a mesh after changing its lightmap build settings. Change of behaviour occurred in 17404767, which was to fix a similar pro ...
ULevelEditorDragDropHandler::PreviewDropObjectsAtCoordinates sets the World as the ReferencingAsset when we should probably set the GameDataAsset for the current active ContentBundle if there is any ...
Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...
When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...
Nanite mesh is not culled because "DrawInGame" value in the primitive uniform buffer is always 1. Can be fixed with below modification:// in FPrimitiveSceneProxy::FPrimitiveSceneProxy DrawInGa ...
Instanced static mesh component does not add instances transforms to PerInstancePrevTransform array when using UInstancedStaticMeshComponent::AddInstances. Additionally Updating the transforms of th ...
Consider a Niagara Function or Module Script containing a Static Switch node. If the "Expose as Pin" option is enabled for its selector variable, an input pin with type "static bool" appears. In one ...
If the user creates two blueprints and parents one to the other and then creates 3 event dispatchers in total between the two in an alternating method it will cause and error and the event dispatch ...
When building lighting on Linux, the build process fails because UnrealLightmass cannot find the library libUnrealLightmass-Serialization.so. Reported using Mint Cinnamon 17.3 Internal machine uses ...
With multiple Translucent Material sorted in 3-D space or via Transparency Sort Priority, if one of the materials uses refraction it will render on top of the others no matter position or sort prior ...