Calling PlayQuantized on an asset set to Force Inline crashes editor:Assertion failed: SoundWaveDataPtr->GetLoadingBehavior() != ESoundWaveLoadingBehavior::ForceInline [File:D:\SMoyls_UE5_Release-5. ...
The second player's screen in a Split Screen multiplayer session on Android does not render. It remains completely black. This was also an issue prior to 4.15 but was fixed with [Link Removed]. The ...
Note: This is possibly related to [Link Removed]. For some inputs, function UE::Curves::WeightedEvalForTwoKeys() inside file "CurveEvaluation.cpp" can incorrectly return the value of the first key, ...
Blueprint functions appear to correctly associate local variables when renaming the function. However when undoing a rename with ctrl-z the local variables appear to lose their association. Redoing ...
As per a bug report from Pixomondo: if there are two static meshes in the scene and one has a rotation, it gets a GPULM bake artifact as if it is intersecting with the unrotated version of itself. S ...
A packaged project will crash on launch if a code class uses ConstructorHelpers::FClassFinder to get a reference to a Blueprint Widget that contains a Blueprint struct variable. Disabling EDL in the ...
From Licensee: You can reproduce this in stock by doing the following:Make a new 5.1 project with a new WP map (it can be empty)Put some actors in some folders in the outliner and save them/reload ...
The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...
When using Capsule Indirect Shadows for Skeletal meshes who have their ILCQ set to Volume, and loading a SubLevel with it's actors not within the current camera's view, the indirect lighting is blac ...