Instanced Static Mesh components created through the Construction Script aren't visible in Standalone Game. Collision is still present. They are visible in all other play modes and if created on Eve ...
Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. A large amount of warnings are generated upon investigating project log. Here's a small e ...
Some licensees have reported seeing intermittent corruption of runtime virtual texture tiles. This hasn't been reproduced at Epic. Usually this shows up as some small percentage of rendered tiles l ...
There is a crash that is occurring when a blueprint with the parent of "Level Bounds". The crash occurs when the project is closed and reopened. Opening the blueprint immediately after it was create ...
PhysX throws warnings (which are escalated to errors) when CCD and Kinematic are in invalid states (they can only be enabled exclusively). The code to fix this has already been submitted, but may c ...
It can select ChildActor with the Eyedropper tool. Since ChildActor is an actor created temporarily, when you restart the Editor it becomes empty because there is no reference. When selecting AActor ...
Masked materials that sample virtual texture don't function correctly. They render black instead of masked. This happens when there is no depth pre pass enabled. Automatically enabling depth pre p ...
r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...
The GameFeatureData asset used by the game features subsystem supports defining extra paths to scan for asset manager assets specific to that plugin. Originally this system only supported relative p ...
Hello! In UE 5.5 Preview, new stylus code was introduced, which can cause a test failure in an unrelated test suite, Editor.Plugins.Tools.Modeling.EditorMode.ExtrudePolygons.*. The test indirectly ...