When packaging for iOS on a Mac, the default level for a project will always be included in the packaged project even if it was not selected to be cooked and packaged. The expected behavior is that ...
Under some circumstances, a character falling and sliding along a sloped surface may get hung up near the bottom of the surface before actually landing on the floor. This seems to occur when slidin ...
Random Pitch Angle does not properly apply when called within a procedural foliage volume. ...
Sub-components with the same name are not displayed on the correct parents in the Blueprints editor. Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...
After creating a custom struct in C++ and adding a variable of that struct type to a Blueprint, hot reloading a code change that involves altering a function that takes the struct as a parameter res ...
This is a not a regression. Tested in UE5(Binary), UE4(Binary), and UE5 Main(P4). Procedural Meshes have the option for CPDs listed in their details panel under Rendering > Advanced >Custom Primit ...
This report is very similar to [Link Removed] (the command line used to run the build is slightly different), but the build fails with a different error. In this case, a source file is being looked ...
So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...
Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering. Lighting will appear at incorrect angles. ...