DESCRIPTION: When using the generate overlap events for a destructible mesh with Static Mesh or skeletal mesh that is not moving will not generate an overlap event to be triggered. So long as the me ...
When adding elements to an array inside a code class, blueprint instances of the class do not have their array updated after a hot reload. ...
When playing the user's project in editor vs Packaged, there has been different results for the enemies collision. When playing in PIE, you are able to fly through the enemies with no issues. When p ...
The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...
Toggling a Spline component from an open/closed loop through bp's isn't reflected ...
The OnUnPossess() method of the AAIController class is triggered twice ...
When rendering a Light Function into the Translucency Lighting Volume, the World Position Material Expression returns the position relative to the Camera (unrotated), not the World. This can be mor ...
When "RBF Interpolation" is enabled in the Groom settings, applying an Animation Sequence to a Skeletal Mesh that animates at a position far from the world origin causes the bound Groom shape to bec ...
The scene capture will revert back to the Character BP that is placed in the level when player 2 is not moving. When they are moving the scene captuer will show correctly. You can get around this ...
Moving all the related assets into another folder leads to reference lost. This can be tested out using ShooterGame project. Also you can find materials in the skeletal mesh lost its texture. This ...