I checked the c.haos code quickly. I think it caused by the function "bool FInitBodiesHelperBase::CreateShapesAndActors()". In this function, the CreateActor_AssumesLocked function will ignore the s ...
Doesn't occur in UE5 Release or UE4.Can't attach logs/crash information I'm encountering an RHI crash within UE5 Main at the moment. This issue seems to be caused by a commit from last year that ...
The "Reimport with New Source" functionality is currently not functioning in the Editor. When selecting the option with a clearly edited Anim, it is not updated. There is no message in the Output Lo ...
In my 2nd viewport I like to turn Mode Widgets and Selection off. After I turn them off, if I select any actor through the Outliner, both those show flags turn back on in my 2nd viewport. I think a ...
A workaround might be to use the CDO of your plugin to reach out to the Editor settings and assign itself to the fields you want. This removes the users ability to choose between multiple options. ...
We don't clearly define the behavior for a Blueprint function when an execution path without a return node is taken. We should either report an error, or have the function return the default initial ...
Currently UAnimSequenceBase::OnModelModified assumes that a notify is linked to a sequence and not a montage. This causes branching point notifies to lose their linked montage when being updated an ...
Once UE is launched and console is accessed, typing down 'Debug Crash' will close the engine and open the Crash Reporter window. 'Debug Crash' is not a recognized command from the list.REGRESION: No ...
Right now the AssetManager uses different logic in ModifyCook vs VerifyCanCook, specifically related to secondary assets like textures or maps that are indirectly loaded by soft object paths and are ...