We'd like to have tooltips that show the description/comment for events in the visual logger tracks in rewind debugger ...
A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...
Reported here [Link Removed] and maybe here too [Link Removed] ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
cf part 2 of that UDN https://udn.unrealengine.com/s/question/0D5QP00000rP4CG0A0/interchange-custom-collision-changes-from-fbx-pipeline?fromCase=1 ...
When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...
We found a problem with the component visualizer system and the PreviewActor in the Blueprint editor. If your component is using a FInstancedStruct in anyway, either directly, in a TMap, or TArray, ...
When a foliage actor contains instances of Nanite and Non-Nanite meshes, the Nanite meshes don't get a selection outline when the actor is selected.[Image Removed] ...