The assert that we're hitting is:Cannot replace existing object of a different class. New Object: /Engine/Transient.REINST_BPC_NPC_VFX_C_230 /Game/Maps/[REDACTED]/Levels/[REDACTED]/LevelSequence/ ...
Cascaded Shadow Maps do not use the proper world size for octree culling. At far distances, the shadows are always culled. ...
Soft angular constraints are solving velocity like hard constraints. Instead of swinging back and forth, the affected body just snaps to 45 degrees. Check the steps to reproduce for more details. Th ...
The experimental Offset Root Bone node does not respect velocities, meaning that it does not work when a character is based on a moving platform. The capsule will rotate with the platform, but the r ...
From Licensee: We discovered a pretty big performance hit in editor when loading level instances for a world partition map, specifically: EditorActorFolders.cpp:FActorFolders::OnAllLevelsChanged() ...
From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...
Using Build Paths does not create a navmesh that also includes any Actors or Objects that are unloaded and spatially loaded. The navigation system appears to load the world within the navigable boun ...
Enabling bUpdateComponentTransformToRootBone in a GeometryCollectionComponent causes broken particles to appear in the wrong location. When that flag is true, the moment the GeometryCollection (GC) ...
Editor mode keyboard shortcuts active when in Play In Editor. This behavior is a departure from previous versions. It was described by the licensee as confusing and it clashes with gameplay assigne ...
When using CastChecked<>(), the second parameter can be passed as ECastCheckedType::NullAllowed to make the check succeed when the input is nullptr. However, in UE 5.5 up to the latest engine versio ...