A workaround might be to use the CDO of your plugin to reach out to the Editor settings and assign itself to the fields you want. This removes the users ability to choose between multiple options. ...
The CVar "r.Shaders.Optimize" cannot be set to false from DefaultEngine.ini in the section "[ShaderCompiler]" as its help text describes. Also tested on UE5-Main, CL: 34200103 ...
When a Niagara System has SimTarget set to GPUCompute Sim, CameraQuery is only returning data from the Player0 camera, regardless of PlayerControllerIndex. The expected behavior would be to have the ...
Building lighting via commandlet and via editor are giving different results. To prevent one method from polluting the other via Swarm cache, the cache needs to be cleared in between tests. ...
The collision of objects moving at high speeds seems to move in front of the object. The faster the object is moving, the further the collision will be from the mesh. AnswerHub report: https://an ...
When using precomputed visibility on device for occlusion culling the landscape does not take the cameras view into account for culling objects when out of view of the camera and inside a visibility ...
Physics Constraint no longer constrains conponents that are set to Query Only Regression from 4.11.2 User Description: Testing a 4.12 copy of my 4.11 project and when I tested in editor, all my ...
When Scaling in and out in the UMG blueprints with an image applied to an image widget that is set to border as it's "Draw as" selection the image does not scale correctly. EDIT: The UI should prev ...
AWheeledVehiclePawn class tries to use CCD in the constructor, but Mesh->BodyInstance.bUseCCD = true this code does not work to activate CCD because Physics Assets could not be available at this ...
Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...