This occurs in UE5/EA and in Release-5.0 ...
As per the steps to reproduce, copy-pasting light actors from a world outliner into a blueprint's component hierarchy in the blueprint editor will result in the expected light component not to show ...
Volumetric Lightmaps are not shared between Persistent maps that have the same sublevels. Also observed in Release-5.4, CL 32500436 ...
Context: Static Mesh Spawner is used to spawn one static mesh per point in the provided point data. PCGMeshSelectorByAttribute is used to select an entry based on an attribute present on the mesh. ...
Using the Ctrl+Spacebar shortcut will snap an actor to a 2D layer even if Layer Snapping is disabled in the project settings ...
While stepping through blueprints utilizing breakpoints, the step/stop/resume buttons often change places slightly depending upon which nodes are being stepped through. This can be problematic while ...
If a user has an actor that is simulating physics during simulation of play in the editor and they then change the value of a variable trough the details panel below the world outliner then the acto ...
When a delay node is placed after a Destroy node in a blueprint string, nothing after the delay node will trigger. Removing the delay will trigger following nodes. ...
If a user attempts to 'PIE' within a window that does not currently have focus, the 'PIE' will not execute. The user provided a video on his answerhub post which illustrates the issue clearly. In ...
When creating a level with BSPs UV settings that are applied do not persist after building. Regression: Yes Working: CL-2386410 Broken: CL-2467323 ...