If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...
When a custom event has an input whose type is a reference to an object (Actor-Reference, Player Controller - Reference, etc) and is set to pass-by-reference, passing a reference to the "self" bluep ...
If the mesh component is added in Blueprint (i.e. in the Blueprint editor and/or through Construction Script), then it's not possible to edit the collision response details for an instance of the co ...
Linked test project contains already set up actor as described in steps to reproduce. Using a kinematic body on a root bone, setting all other bodies sleep family to Custom, and their custom sleep t ...
Steps to reproduce:Download UE5 EA through Epic Games LauncherDownload the Valley of the Ancient sample through Epic Games LauncherCreate a short cut on your desktop adding "-culture=ko" in the end, ...
The GameFeatureData asset used by the game features subsystem supports defining extra paths to scan for asset manager assets specific to that plugin. Originally this system only supported relative p ...
This issue may be badly implemented, but the reference to the VTable may be incorrect during a hot reload. Crash always in sample project. Summary:Call ForeachRow function in Custom Struct constr ...
RHIUpdateTexture2D uses the wrong size for the per-row memcpy, which means we can't support passing in an offset within a larger image in the SrcData pointer (doing so will result in an access viola ...
A customer is reporting that C4D mograph support is broken in version 4.24. C4D file added under [Link Removed] folder in: [Link Removed] ...
If a custom cursor is applied through Edit > Project Settings > User Interface Default Cursor and then the user attempts to launch their game the editor crashes. ...