Drawing a material to a render target when that material samples an RVT can cause an editor crash. In our testing, the check() did not always occur on the first PIE session, but would always occur ...
When rendering a single Level Sequence with MRQ, removing the Level Sequence that is actively rendering will create an array out of bounds exception. Also confirmed in //UE5/Main, CL: 36086643 ...
There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...
When Display Scaling is applied (e.g., 125%) and the Level Viewport is resized, the ComboButton in the SViewportToolBar does not behave as expected. Normally, the ComboButton hides when there is in ...
While testing out pruning points based on collision, it was observed by the licensee that using complex collision seems to crash the editor. The editor crashes with the following error: ``` Asserti ...
AddActorWorldOffset offsets character blueprints faster than other actors when the character is possessed or anytime after possession/ejection has occurred. ...
Crash when Child Actor Component, that is set to Destroy Other Actor on overlap, overlaps Parent static mesh inside of the blueprint editor Crash Reporter: [Link Removed] ...
In Project Settings>Navigation Mesh, setting the Runtime Generation context menu to static reverts to dynamic if the project is saved, closed, and reopened. ...
If "Generate Mesh Distance Fields" is active within the project settings of a project, the .umap of a level will be deleted if a landscape is created and the level is saved, then the 2D texture that ...