Binary (Installed Build)//UE5/Release-5.1 @CL22986940 I encountered this same crash when creating a landscape twice, but was not able to consistently reproduce it with those steps. I figured out th ...
Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
Auto Reimport source paths can cause a crash with the editor. I couldn't narrow down in my limited testing what would cause the crash vs what would not with these file paths. The one in my attached ...
Licensee reported issue with recent changes to sorting that include volume-weighting. Previously, the sort was just due to priority (which was usually 1.0 and thus the sort was nearly random) and ha ...
Users are reporting that when playing sounds in projects deployed to their Android Devices, the playback is triggered three times in quick succession. There are known work arounds to this issue, li ...
1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
Using Object Scale in your material with an Instanced Static Mesh does not change the color of the material if you scale the individual instances of the Instanced Static Mesh component. If you scal ...
This is not a regression tested in //UE5/Release-5.1 CL23901901 When Favoriting a Component from the Palette panel of a Widget the Favorites category appears then disappears. For the brief moment i ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...