When using Trace Complex in a LineTraceByChannel node does not give accurate results when object is simulating physics and scaled. The scaled root mesh in the BP will only register its collision rat ...
When working in the "Landscape" editor mode, in both the "New" and "Import" tools, it is possible to import a single heightmap, as well as a weightmap for each layer. Each of these maps can come fro ...
The editor does not seem to be handling frame ranges properly for 60fps animations. Say you have a 200 frame animation that spans frame 0-200. Upon import it will be 201 frames. If you set the ra ...
Nanite ISMs lost selection outlines in UE5.5 Actors having an ISM component which uses a static mesh with nanite do not get a selection outline when selected in the editor. Having Nanite is essentia ...
While in the Editor with a Mac the user can press either Cmd+W or Cmd+Q to exit. The user on AnswerHub is reporting that the Cmd+W should close an active window or tab, where as the Cmd+Q keybinding ...
Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
After opens the preloaded level using Asset Manager, opening another level before unloading the level will crash. Because AssetManager holds FStreamableHandle of the level, garbage collection is no ...
The prompt window that appears when a project is converted from one engine version to another will "approve" the conversion even if the red "X" is pressed to close the prompt window. ...
Shots have little visible indication when they are overlapping. This can cause some visual confusion as to why events and spawnables from a shot that looks like it should end are still triggering ...
Replicated properties defined in an actor component blueprint are not being replicated because UActorComponent::GetLifetimeReplicatedProps isn't adding the blueprint properties to the OutLifetimePro ...