Using bFasterWithoutUnity and MinFilesUsingPrecompiledHeaderOverride, on ShooterGame.Build.Cs results in Engine crash. ...
Calling "Play Animation", if current animation has a looping timed particle it will continue playing ...
Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...
Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...
Context: Similar to parameters in the Material editor, PCG Graph Parameters are user created overridable values and can help create customizable graphs for a variety of situations. Problem: The l ...
When a Geometry Collection is in a Blueprint, attached to other components, it can render incorrect motion vectors at some angles. In the test project, any angle that is not a multiple of 45 will re ...
When calling GetAllocatedSize() on a TBitArray it will round down the result of MaxBits / NumBitsPerDWORD. This means that not enough bytes are allocated when the MaxBits is not divisible by NumBi ...
Toggling a Spline component from an open/closed loop through bp's isn't reflected ...
When "RBF Interpolation" is enabled in the Groom settings, applying an Animation Sequence to a Skeletal Mesh that animates at a position far from the world origin causes the bound Groom shape to bec ...