In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...
Multi Sphere Trace is not returning the correct Impact Location. Other AnswerHub Report:https://answers.unrealengine.com/questions/30952/multisphere-trace-fhitresult-location-same-as-impa.html ...
Lighting Builds seemingly successfully but produces a Map Check Error for World Settings. There are several things that can be done to "eliminate the issue" and I have separated them into different ...
Setting "Is Enabled" via the animation timeline in UMG does not appear to work at runtime ...
There is an issue occurring where when updating an animation of a child actor by setting the Child actor class, the animation will flash the skeleton in a T-Pose before continuing with the animation ...
In 4.18 and 4.19, it is no longer possible to build the ShaderCacheTool. REGRESSION: Yes. The ShaderCacheTool builds successfully in 4.17.2. It looks like the missing MergeShaderCacheFiles property ...
In 4.18 and 4.19, it is no longer possible to build the ShaderCacheTool. REGRESSION: Yes. The ShaderCacheTool builds successfully in 4.17.2. It looks like the missing MergeShaderCacheFiles property ...
Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass. ...
In the Character Movement Component, setting the Plane Constraint Normal to a value other than default, and then attempting to change the value back to the default does not revert to the default val ...
Changing the InstancedFoliageGridSize by the WorldPartitionFoliageBuilder commandlet will cause some of the foliage to not load correctly. ...