This occurs in UE5/EA and in Release-5.0 ...
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. ...
Moving an instanced static mesh will not move the collision along with the mesh. This will leave a visible mesh that players can walk through in one area and a blank space that cannot be walked thro ...
Expose to Matinee requires variable to be "editable" as well. If this is expected, can we have "Editable" be enabled when you enable "Expose to Matinee"? ...
Using the Ctrl+Spacebar shortcut will snap an actor to a 2D layer even if Layer Snapping is disabled in the project settings ...
If a C++ class based on Character has a default value for a variable and the value is overridden in blueprints, the default value will be shown in game rather than the BP value. ...
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 variable of type UserDefinedStruct is created in a Blueprint and the project is closed before the Blueprint is compiled, upon reopening the project that variable will not be visible in the My B ...
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 ...