Instanced Static Meshes will have incorrect velocity if a Material uses World Position Offset. Fixed WPO in a material causes significant velocity on the ISM. This was also replicated in //UE5/Rele ...
If a ForEachLoop node is used to cycle through an Array of Structures, using the Array Element output of the Loop node to set the members of the structure does not save the changed values. Workarou ...
Trying to set the value of an element of a fixed-size TAssetPtr array in the Editor results in the Editor crashing. This did not occur in 4.13. The attached callstack is from debugging the project ...
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 ...
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 ...
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 ...
Looks like maybe we aren't replacing the source delegate function (SignatureFunction) reference on the UDelegateProperty after recompiling the class - the function's owner name has the TRASHCLASS pr ...