A WorldPartition map used as a level instance that's set to standalone mode doesn't load its actors in the editor. ...
The coloration mode should just work. You may be able to temporarily workaround the issue by disabling PostProcess. ...
Newly generated MidPhases are copied into the array accessible in the NarrowPhase after the OnPreSimulate callback is invoked. As a result, it is not possible to modify newly created MidPhases withi ...
Newly generated MidPhases are copied into the array accessible in the NarrowPhase after the OnPreSimulate callback is invoked. As a result, it is not possible to modify newly created MidPhases withi ...
With InstancedStaticMeshComponent, after calling AddInstance, an instance that’s far away gets culled because of additional logic that was added in 5.7 to This works correctly in 5.6 and the instanc ...
Nanite Skinned Meshes don't receive the correct Local Position in some shadow passes. This depends on the clipmap level, and is not related to VSM caching. Unreal Engine 5.6 shows the same issue, b ...
In 5.7, a Sequencer that contains a Spawnable ChaosCacheManager will crash the Engine on EndPlay. The licensee has reported, and I've confirmed, that this behavior started in 5.7. I've confirmed thi ...
Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject. In some situations, ...
the handled value passed to unlock_mouse is actually treated as unhandled, because FEventReply has no uproperty and no Identical()function of its own. Adding WithIdenticalViaEquality can fix this is ...