we can do a "cheap fix" here by adding the "IgnoreTypePromotion" metadata to the date time functions, but there are some underlying issues with the FindBestMatching func in this case causing it to f ...
A crash occurs when breaking a level instance contained in a data layer. This does not occur in 5.0.3, however the behaviors of Data Layers are different in 5.1 where the Data Layer asset is added ...
User reported. UResavePackagesCommandlet::CheckoutFile(const FString& Filename, bool bAddFile = false, bool bIgnoreAlreadyCheckedOut = false) has a parameter to ignore files that are already ch ...
SCS added components pasted from an actor instance in the level editor cannot be deleted from the target Blueprint because the component template has the RF_ArchetypeObject flag. ...
To test this issue: Create a C++ class WolrdTimeDilationDebugActor.h in your Project with the following code:// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinim ...
This is a regression. Tested in //UE5/Release-5.0 CL20979098 Data validation fails after renaming a Blueprint Actor while the Game Features Plugin is enabled. ...
Just trying a few simple animations in 5.1, I have a few short looping cycle animation that go in different directions. I see very bad results and it looks like it's because of how MM is assuming th ...
This is a regression. Tested in //UE5/Release-5.0 CL20979098 Build mini map fails with an Unhandled Exception while r.Raytracing.Nanite.Mode=1 is enabled in the DefaultEngine.ini. ...
in 5.0 or 5.1, MinimumLOD per platform can be previewed in the mobile ES3.1 preview mode, but It seems that the LOD ScreenSize per platform is not reflected in the mobile preview. ...