The user settings seem to be initialized incorrectly. I think that this might be because, technically, when you log out and sign back in we might use the same ULocalPlayer in some cases on the conso ...
This is not a regression. Tested in //UE5/Release-5.1 CL23901901 Changing materials before making a change to a model with cube grid causes that previous selected material to be added to the model ...
Copying and pasting an array of nested instanced subobjects from a level instance into a Blueprint's defaults and adding that Blueprint to the level will prevent the actor instance from saving. ...
PythonScriptPlugin sets std output mode to _O_BINARY but fails to restore it to the previous state afterwards because cached StdOutMode is already _0_TEXT, hence _setmode returns -1. See PythonScri ...
Nanite mesh is not culled because "DrawInGame" value in the primitive uniform buffer is always 1. Can be fixed with below modification:// in FPrimitiveSceneProxy::FPrimitiveSceneProxy DrawInGa ...
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()) // ...
Right now only native subobjects are displayed in the details panel with meta = (ShowInnerProperties) is set. Child Actor Components are an example of this, where if the child actor you have added h ...
Engine crashes when building GPU lightmass in larger scenes. This does not occur on smaller maps like the Unreal Engine Templates. I was able to reproduce this issue in CitySamples SmallCity map. T ...
Can we please implement a feature whereby the shader name applied to surfaces / objects is used for the Material Element Slot? When using Dataprep and replacing the materials using a table, it give ...
Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...