On restarting from Virtualizing, any parameters set previously on a MetaSound are ignored and the MetaSound restarts with the default values. This does not behave this way with Sound Cues, in which ...
Navmesh generation appears to have issues handling terrain and planes that are at 45 degree or steeper angles even if the agent max slope is set to allow for such movement. While the issue occurs at ...
Saving a package in the editor while there is a queued text mesh build will cause a fatal error because the build will execute during the save, and creating objects while saving is not allowed. This ...
I set up a test project with different combinations of Nanite/Non Nanite, Movable/Static, and instance and component types, and the only case that seems to not smear at all are the non-nanite Movabl ...
This behavior appears to be a regression new to UE5, as I tested in 4.25 and the issue does not occur. Interestingly, the issue clears up if you switch to No, FXAA, or MSAA antialiasing methods. Th ...
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 ...
The conditions for this bug are fairly specific. The actor must be statically placed, with its only replicated property being the fast array, and net.PushModelSkipUndirtiedFastArrays must be enabled ...