With net debug drawing enabled, an extra debug box is drawn around some actors to indicate if the actor is always relevant or if it is distance culled. However, the strange size of this box makes ne ...
If the user makes a project where the modules tab appears in Tools > Debug and then reboots the project, the modules tab disappears. This only happens if the project that is loaded has the module ta ...
The display implementation is in the level blueprint. [Image Removed] ...
Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
This looks to be an issue with shadows in Lumen Direct Lighting, and might be coming from the "Batched lights" pass. ...
When a skeletal animation section is set to Keep State, and the mesh uses an anim BP and slots to play back the animation, calling Go to End and Stop on the sequence will not pause the animations. ...
I've noticed as I've been working with the Wave Form Editor, that it works fairly well for smaller files, but on longer assets there can be some pretty noticeable latency when adding and adjusting t ...
Whenever launching the UE5 Editor, it rebuilds the navmesh on the first map it opens. Reopening the same map again will not cause the navmesh to be rebuilt. It seems that the first time the map is o ...
When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...
Creating a MID makes the render state dirty and the engine will recreate a new scene proxy without the current attitude. This results in rendering the object in incorrect location. Here is a tempor ...