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 ...
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 ...
Hello, We seem to have encountered some unwanted behaviour when importing certain curves from our animation fbx assets into Unreal. Some of these curves don't have keys from the very first frame, b ...
AddActorWorldOffset offsets character blueprints faster than other actors when the character is possessed or anytime after possession/ejection has occurred. ...
Output pins labeled "self" will not appear on interface functions called in blueprints. ...
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 ...
Widgets called to the Viewport with Fullscreen enabled, will eventually cause artifacts to appear on the edges/borders of the screen. There is currently a forums post with multiple users reporting ...