Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...
Setting a parent and child static mesh scale to negative effects the rotation on child when Snapped To Floor Looks to be directly related to this JIRA: https://jira.ol.epicgames.net/browse/UE-3152 ...
When Switching the curve editor to cubic interpolations for example moving the blue handles will not change the curve. However, if a third point is add this function works as intended from the 2 poi ...
When using a BP with component instance static mesh that is added via the construction script, when using the build button in the toolbar to build lighitng and geometry everything will work correctl ...
When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...
Context One File Per Actor (OFPA) reduces overlap between users by saving data for instances of Actors in external files, removing the need to save the main Level file when making changes to its Act ...
When a user creates a blueprint node of their own that is used to spawn a user created object, the project becomes unable to be saved after the blueprint is put into use. ...
Regression: Tested in UE5/Release-5.0, the issue did not occur so this is a regression Cast Dynamic Shadow should be enabled in the Landscape Grass Type by default, so shadows should be cast by the ...
When an MPC is selected as the Source Material Collection for an NPC, all of its current parameters are carried over to the NPC with their current values. After that, if parameters are added to, rem ...
Lighting will build indefinitely in certain circumstances and can be verified in Swarm Agent that it will continue to process the maps even though the log shows it has completed. This is happening i ...