We'd like to have tooltips that show the description/comment for events in the visual logger tracks in rewind debugger ...
A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...
Reported here [Link Removed] and maybe here too [Link Removed] ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
The Resource Collector does not compress the project and maps even if the option was checked. ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
cf part 2 of that UDN https://udn.unrealengine.com/s/question/0D5QP00000rP4CG0A0/interchange-custom-collision-changes-from-fbx-pipeline?fromCase=1 ...
When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...
Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...