A licensee has reported an inconsistency in how modified base widget class defaults are propagated to children. When modified via the UMG Designer Graph's Class Defaults, derived classes will be mar ...
We are seeing unexpected movement corrections sometimes when pushing one player character up against another character that isn't moving, or against other static primitives that have round features ...
It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...
Packaging a game to HTML5 disables the mouse and mouse over events on local host, which prevents any mouse functionality from working in a packaged project. ...
Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...
When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...
This will only repro when connected to source control ...
I did some research. The problem is caused in CoreNative.cpp. In Function GetInstancedSubobject (Line 126) We should check if instance is runtime instance first. If it is runtime instance, just us ...
Occurs 5/5 times Regression does not occur as the MotionExtractorModifier appears to be new with UE5. Curve data is not displayed in an Animation Montage when Animation Modifier, MotionExtractorM ...