If the editor is launched and PIE is started with no controllers attached, attached two controllers with allow Player1 to receive input from the first controller but Player2 does not receive input f ...
In forward shading specular highlights appear to be much larger for very smooth materials in contrast to the deferred shader. In 4.14.3 the specular highlights were displaying correctly in forward s ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
In UE4, Reparenting the Child Component did not update it on the screen, but the Relative Transform was updated. However, UE5 now retains Relative Transform, so there are on-screen updates. This is ...
When using VirtualHeightfieldMesh we see intermittent crashes in FDepthPassMeshProcessor::TryAddMeshBatch(). This can happen when FVirtualTextureProducerCollection::CallPendingCallbacks() is called ...
When running setup command on an M1 arm64 mac the dependencies fail to download. This issue is occurring in Github //UE5/Release-5.3 @ CL 26560699 This issue is NOT occurring in Github //UE5/Rele ...
After setting Affects Indirect Lighting While Hidden but before saving the level, the emissive contribution persistents through datalayer visibility toggles. This does not appear to occur in PIE, on ...
When changing the variable type of a variable in a struct, it can cause some pins related to arrays of this struct to become disconnected. The project provided was from the Marketplace, entitled "Su ...
When working with Nav Modifiers in a level that contains objects that have a custom Nav Area class, the prioritization of the modifiers is not consistent. If you notice in the attached project, so ...
Using Straighten Connections shortcut can cause the editor to crash after removing node pins. This appears to be due to GetGraphPinForMenu returning the last pin selected (in this case, the removed ...