in the past we have reported a lot of VM related bugs which got fixed over time. Unfortunately, I think we have another one. Right now we're using 5.0.3 binaries from the launcher. Now the pro ...
Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...
When you call GetOuter() inside AssetUserData::PostEditChangeOwner, the Outer that is returned, is marked as "Trash". This is because the object is constructed again when an AssetUserData is added. ...
Behavior Tree (BT) services added to root nodes call the initial tick twice A BT Service with the setting "Call Tick on Search Start" enabled will execute the initial tick twice when added to the ro ...
Setting the Phase Count of a RetainerBox to 2 or more may cause other widgets within the same UserWidget to flicker. Upon investigation, we found that during frames where the flickering occurs, the ...
Users affected: 51 Total occurrences: 90 Last occurrence: November 19th 2024, 3:25:41 am First occurrence: August 7th 2024, 8:10:10 pm Latest version: ++UE5+Release-5.5-CL-37670630 Platform: Win64 [ ...
Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...
Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...
The UPaperSprite::BakedSourceTexture will be nullptr in a packaged game if the sprite is not referenced by the UGameInstance. The attached sample project demonstrates this scenario. ...
From licensee: A simple example is setup in the project, the relevant part is just this code: UCLASS(meta = (BlueprintSpawnableComponent)) class TESTBUGEDITORONLYEDITOR_API UEditorOnlyComponent : ...