When attempting to get the vertex color of an instance of of a static mesh that is painted after placing it in the World Viewport. The Editor crashes returning an "Unhandled Exception". The cause o ...
In GameInstance.cpp when the Navigation System is created it calls... UNavigationSystem::InitializeForWorld This in turn ends up calling... GatherNavigationBounds(); This goes through all ...
Packaging a game to HTML5 disables the mouse and mouse over events on local host, which prevents any mouse functionality from working in a packaged project. ...
Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...
Packaging for iOS Distribution from Windows using Remote Compile results in a failure during the signing portion. This seems to be caused by a hardcoded "false" for a property that is used to determ ...
When attempting to set an optimization viewmode while using a Preview Rendering Level other than Shader Model 5, the Optimization Viewmodes dropdown is missing all of its options and instead display ...
When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...
Occurs 5/5 times Regression does not occur as the MotionExtractorModifier appears to be new with UE5. Curve data is not displayed in an Animation Montage when Animation Modifier, MotionExtractorM ...
When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...
When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...