Undoing Level visibility change causes levels moves to wrong world origin offset

UE - World Creation - Worldbuilding Tools - Jul 21, 2022

SingleSampleShadowFromStationaryLights does not work in UE5 (when GPU-Scene is used)

UE - Graphics Features - Shadows - Jul 21, 2022

The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...

changing level visibility causes levels moves to strange position when using world origin shift

UE - World Creation - Worldbuilding Tools - Jul 20, 2022

Selecting another level while the level is hidden cause the level moves to incorrect position. it occurs only when using world origin shift in world setting. ...

USplineComponent::FindLocationClosestToWorldLocation does not function correctly with non-uniform scale

UE - Gameplay - Components - Jul 19, 2022

Licensee reports incorrect results with FindLocationClosestToWorldLocation when used with non-uniformly scaled spline components. ...

[CrashReport] Assertion failed: Message != nullptr [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Classes\Animation\AnimNodeBase.h] [Line: 243]

UE - Anim - Sequencer - Jul 19, 2022

Generated from CrashReporter Assertion failed: Message != nullptr [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Classes\Animation\AnimNodeBase.h] [Line: 243] ...

HighResShot results depend on viewport size

UE - Graphics Features - Jul 19, 2022

Licensee wants to take screenshots that are more than the size of the viewport ingame. However, they are having trouble because the results depend on the size of the viewport. ...

Crash after changing either the Anim Start or End times of an Animation Composite

UE - Anim - Runtime - Jul 19, 2022

This is a regression tested in //UE4/Release-4.27 CL#18319896 Crash after changing either the Anim Start or End times of an Animation Composite when using Enter to confirm their value. ...

Crash when loading Anim BP after undoing and saving "Use Shared Rule" in state machine

UE - Anim - Runtime - Jul 19, 2022

Reported by UDN  [Link Removed] From Slack discussion: It seems that undo-ing the transaction in UAnimStateTransitionNode::UseSharedRules, leaves the outer graph (UAnimationStateMachineGraph) wit ...

Latent Blueprint Functions has incorrect linkage when the FLatentActionInfo is the first argument

UE - Gameplay - Blueprint Compiler - Jul 18, 2022

When you create a latent function in C++ with the FLatentActionInfo first it will incorrectly set up the linkage for the latent info such that it gets linked to the incoming execution pin of the fun ...