If the user simulates all bodies, and then sets the physics blend weight to a decimal value between 0 and 1, the skeletal meshes will spin out of control. This doesn't happen if the physics blend w ...
ChaosCacheManager (CCM) is not reproducing Trailing Events. Particles set to track Trailing Events correctly follow the position of the trailing event when the Geometry Collection (GC) is physically ...
USplineNavModifierComponent was made available in UE 5.4. It generates several FAreaNavModifier instances covering a region with a certain thickness around a USplineComponent, and worked correctly u ...
https://udn.unrealengine.com/s/case/5004z00001n9LsOAAU/custom-primitive-data-on-bp-inst ance-not-taking-affect-while-in-editor Original Repo is from 4.27, however, it still happens in 5.2. This is ...
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 ...
Brush Clip affects the surrounding geometry beyond the geometry it is applied to. (*See attached image for clarification) Regression: No ...
Given a TMap where the value type is an instanced object: when a child blueprint is saved with modifications to the TMap, and then additional TMap are added to the parent blueprint and the child blu ...
If a radial force component applies force to a BSP the editor will crash. The radial force will need to be set to affect world static objects. ...
ChaosCacheManager (CCM) is not reproducing Collision events the second time (and onwards) we record a Geometry Collection (GC) breaking session. Particles set to track Collision Events correctly fol ...
"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to [Link Removed] however disabling Separate Translucency or calling r.M ...