Crash with Assert after adding large sections to landscape

UE - LD & Modeling - Terrain - Jun 7, 2023

This is a regression as it does not happen in //UE5/Release-5.1.1 ...

Niagara Skeletal Mesh DI Component Tag filter doesn't copy over when copying DI

UE - Niagara - Jun 1, 2023

UNiagaraDataInterfaceSkeletalMesh::CopyToInternal and UNiagaraDataInterfaceSkeletalMesh::Equals do not account for the component tags, so the tags array will be empty when the DI is copied. ...

Cannot delete parameters in a Niagara Parameter Collection after resetting the source Material Parameter Collection

UE - Niagara - Jun 1, 2023

Parameters left over from an old source MPC cannot be removed without renaming them first. When debugging in FNiagaraParameterStore::RemoveParameter it seems that the parameter cannot be found in ...

Shader Crash with Nanite in UE::RHICore::ValidateStaticUniformBuffer

UE - Rendering Architecture - Jun 1, 2023

This appears to be a general crash when a SingleLayerWater material is assigned to a Nanite Mesh. ...

EditorCube added to the scene with a Geometry Script will have reversed normals

UE - LD & Modeling - Modeling Tools - GeometryScripting - May 31, 2023

The work around is to use the modeling mode normal tool to regenerate normals. This appears to mainly occur on any cubes added by the "Copy Mesh from Static Mesh" Regression tested in 5.0.3 at CL 2 ...

Creating "Level Sequence with Shot" with spawnable cameras creates duplicate cameras

UE - Anim - Sequencer - May 31, 2023

This is not a regression as it does occur in //UE5/Release-5.1 @ CL 23901901 Repro Rate: 3/3 times ...

Crash when trimming animation and then undoing action

UE - Anim - Runtime - May 30, 2023

Repro rate: 3/3 times This is a regression as the issue does not occur in 5.1.1  ...

[AI] StateTree can get stuck in a loop when a sub-tree returns Tree Succeeded

UE - AI - StateTree - May 30, 2023

After a change to how StateTree handles Sub-trees returning succeeded, StateTree can now get caught in a loop when trying to transition out of the StateTree. Sub-tree completion and status should tr ...