This is causing confusion when working with color in UE5, specifically when validating for HDR between different reference materials. It has also been noted that the color primaries in PAL and NTSC ...
The crash can be worked around by modifying FFoliageISMActor::Serialize as following code : void FFoliageISMActor::Serialize(FArchive& Ar) { #if WITH_EDITORONLY_DATA if (!Ar.IsCooking()) // ...
If an attempt to spawn an actor is made before the Level Editor Viewport is fully initialized (i.e. before it has had a chance to get rendered at least once), and that actor has no specific Factory ...
In the Level Editor's "File" menu, there is a "Favorite Levels" list, which is persisted in the config file "EditorPerProjectUserSettings.ini" under section "[FavoriteFiles]". Manually editing this ...
The package that contains the PCGGrapch is dirtied on load (UPackage::SetDirtyFlag) which triggers a resave operation. I traced it back to the following callstack: UnrealEditor-CoreUObject.dll!UPac ...
a fix was proposed in the UDN but it needs to be tested and revised ...
Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...
When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...