I didn't check with the debugger, but I suspect this is caused by: void UMoviePipelineExecutorJob::OnDuplicated_Implementation() { UserData = FString(); When the queue is loaded, each job is dupl ...
This is not a regression tested in //UE5/Release-5.0 CL20979098 After migrating an asset from an older engine version or upgrading a project to newer version Blueprints carried over can not be cast ...
"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...
Regression: Tested in UE5/Release-5.1, this issue occurs as well. The shadows render properly for the sphere when Virtual Shadow Maps is set as the Shadow Method, as well as when Ray Traced Shadows ...
This is not a regression tested in //UE5/Release-5.0 CL20979098 An added Static Mesh component with Mobility set to Static disappears at run time if the Actor is moved. ...
An artifact is seen in package builds when an instance with a base material parented by a base material with no WPO output is set to Opaque and a layer with WPO output is used. Since the WPO is igno ...
When a widget's flow preference is set to RTL, we adjust the render transform so that the horizontal transform is mirrored (see SWidget::GetRenderTransformWithRespectToFlowDirection). We should do t ...
This seems to happen due to a precision error when calculating the relative transform between the socket and the component being attached. Occasionally, one of the transforms will have a scale of (0 ...
STAT_VolumetricLightmapBuildData isn't counted correctly. It seems that the root cause is Volume.IndirectionTexture.DataSize is set to 0 before STAT_VolumetricLightmapBuildData is decreased.// Prec ...