I believe this is similar problem to this UDN reported bug. https://udn.unrealengine.com/questions/438893/view.html It can be avoided by removing the comments in LevelSeuqnceActorSpawner.cpp UEng ...
Creating a montage from a default frame rate and rate scale sequence reports 1 less frame than the sequence. The difference is a result of UAnimSequence overriding UAnimSequenceBase::GetNumberOfFram ...
When Ribbon Data in a particles system that is following is scaled in an instance the ribbons scale appropriately, but they don't follow updated location of their source particles. See the attached ...
When I have the Epic Games Launcher open as I clean the Xcode project, the top right button will still read "Launch." Clicking on it after the Xcode project is finished cleaning causes the following ...
If the player imports the Vehicles pack into a blank project some of the cars blueprints will be corrupt and cannot be loaded. This appears to only happen to the Animation blueprints. ...
Regression: Tested in UE5/Release-5.0, the issue does not occur so it is a regression. This issue appears to be effecting Blueprint Actors specifically, as creating a Blueprint of any other class d ...
This issue occurs in both World Partition and Non-World Partition levels, and does not seem to occur with Nanite meshes. You can still select Nanite foliage instances after placing them, but selecti ...
A pop can be heard when crossing the Air Absorption distance range while using an HPF. From Slack: "I tracked it down to specifically the HPF – it's when the filter turns on, it jumps instantly to ...
Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...
When DrawMaterialToRenderTarget function is called on tick and actors are spawned in game, the lumen shadow/GI visually flickers. Debugging shows that the lumen screen probes are flickering as well. ...