User reported game thread and async loading thread accessing a UGameplayEffect property at the same time:Game thread having loaded a GameplayEffectA and in its PostLoad() updating the property Inher ...
assets within the FPS template are showing zfighting when in Lightmap density mode not reproduceable in 5.0 ...
AdditionalServerGameOptions are only applied in UEditorEngine::LaunchNewProcess if the instance is a listen server, with these options being ignored for dedicated servers. Additionally, AdditionalSe ...
Navmesh generation appears to have issues handling terrain and planes that are at 45 degree or steeper angles even if the agent max slope is set to allow for such movement. While the issue occurs at ...
The selection of individual instances of a foliage HISM is broken, so that the instance is correctly outlined but the gizmo is placed over a different instance. If we delete the selected instance it ...
A licensee was trying to extend the FSkelMeshSection, FSkelMeshRenderSection and USkeletalMesh serialisers with their licensee version number and found that the FSkeletalMeshRenderData::Cache functi ...
OnExecutorFinishedDelegateNative and OnExecutorFinishedDelegate broadcasting an bFatal into a bSuccess parameter which is inverted. Canceling a render should be considered an error, not a success. ...
When you finish editing a level instance, the actor is converted from the world position to the local position of the level instance, but if you replace the actor, the conversion process is performe ...