When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...
When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably. Added to .h: UPROPERTY() UBoxComponent* BoxComp; UPROPERTY() USkeletalMeshCompo ...
When using UMeta on Enums, text is ignored when doing Enum to String on a packaged project. ...
Blueprint Node "Get Actors" for Layers in Level Blueprint causes crash in Packaged .exe The Blueprint node "Get Actors" for Layers in the Level Blueprint causes an instant crash in a built developm ...
Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. It's only in packaged & quick launched builds that this occurs; PIE works as normal. ...
Using a TArray to store multiple components being setup inside a for loop of a constructor will crash on project open. Crash Reporter: [Link Removed] ...
When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...
Essentially, when set to "Overlay Fill Screen," the Bink Media Player will render the last viewed frame over all game levels in PIE, without actually playing the video or being given any sort of pla ...
Setting a parent and child static mesh scale to negative effects the rotation on child movement This is a regression. Worked in 4.11.2. User Description: We have a simple project example (see att ...
This is a regression, it worked correctly up to UE 5.4, but repros on UE 5.5 and 5.6. Also, this seems related to [Link Removed] ...