Following code works as a work around. The code updates placement information of instances. TMap<UFoliageType*, TArray<const FFoliageInstancePlacementInfo*>> AInstancedFoliageActor::GetInstancesF ...
iOS link times could be sped up by adding ThinLTO support as was done for Android recently. ...
Note: This issue also affects MetaSound Patches and any Members Menu List Repro Rate: 5/5 Regression marked as No: issue was seen in 5.2 and 5.1 UE5+Release-5.2-CL-26001984 UE5+Release-5.1-CL- ...
Pressing the 'h' key only hides the root actor and none of the children, unlike the scene outliner where clicking the eye icon hides the root actor and all children. This appears to be because edac ...
There's a vehicle/third person camera stutter observed as the vehicle corners. The issue appears worse with Physics Async mode enabled, and less perceptible with this mode disabled. This video was ...
See the SpinningObjectStability test map in the Physics Sandbox. [Link Removed] It's not clear if this is a bug or a side effect of some of our solver shortcuts (e.g., omission of the precession te ...
Regression in testing This occurs with hardware and software ray tracing, as well as moveable and static lights This occurs regardless of anti aliasing. This was tested with DX12 ...
For a non-replicated actor, the expected values for its local and remote roles would be ROLE_Authority and ROLE_None respectively. However, in ULevel::InitializeNetworkActors, ExchangeNetRoles(true) ...
Tried every combination of LOD Selection Type, Nanite enanbled/disabled, the only way it would seem to get the full number of triangles from the source mesh into the merged mesh is to disable Nanite ...
I think somewhere in Thumbnail Generator::Generate Thumbnail FromTexture() is applying this washout. ...