A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...
Assigning a Parent Socket of a component in a child bp also changes that socket for all children and the parent, then resets to the parent default on restart Description: Yesterday i noticed that ...
While investigating an issue with enum comparisons breaking when the enum changes, I discovered that the comparison will not return true if set to "contains NOT EQUAL values" and the values are not ...
When using source control and attempting to sync the project, sometimes assets are not updated to the latest changes properly. This causes changes made to those assets later to override previous ch ...
In the attached project, the controller Blueprint is set to apply rotation based on a pair of bool values indicating whether the A (Rotate Left) or D (Rotate Right) keys are pressed. The controller ...
This was found as a result of Licensees doing a Code Review of the Engine code. Here's the code snippet in question. It seems to be missing a line similar to Vertex->TangentY = InTangentY;.: int32 ...
"Content Browser 1" auto-hides if opened with the Level Editor, and has inconsistent docking behavior under the conditions caused by the repro steps above. The root of the problem seems to be that ...
A blueprint that uses a node for a BlueprintNativeEvent function breaks on hot reload. Blueprint cannot be saved or compiled. Compile error states: Error This blueprint (self) is not a HOTRELOADED ...
SetMaterial allows the user to add a Material which updates the GetMaterials array but not GetNumMaterials. The user who reported this was trying to add a material to a skeletal mesh during runtim ...