Whenever launching the UE5 Editor, it rebuilds the navmesh on the first map it opens. Reopening the same map again will not cause the navmesh to be rebuilt. It seems that the first time the map is o ...
Setting an Audio Analysers NRT settings to None crashes the editor. Assertion failed: nullptr != LoudnessSettings [File:D:\SMoyls_UE5_Release-5.1\Engine\Plugins\Runtime\AudioSynesthesia\Source\Audio ...
Sometimes on the first launch of the game after install, the launch image will be a cropped portrait drawn in landscape orientation, on the left side of the screen, with the top and bottom getting c ...
When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...
This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...
The editor setting for automatically start consuming input can be set to enabled as a boolean, but whenever the editor restarts this value is reset to false. ...
The call to UpdateInstanceTransform within UInstancedStaticMeshComponent::UpdateInstanceTransformById(..) sends bTeleport in place of bMarkRenderStateDirty that was added as part of Unreal Engine 5. ...
When the CurveLinearColor asset assigned to a CurveLinearColorAtlas is edited (e.g. change the colors of the gradient), the preview window of CurveLinearColorAtlas editor does not automatically upda ...
When there is a physical material mask asset that has been created and applied to a mesh in the level without having a texture source imported yet, and then "ShowFlag.PhysicalMaterialMasks" is enabl ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...