UE 5.8, cooked build, SSAM enabled (s.StreamableAssets.UseSimpleStreamableAssetManager=1, required by FastGeo). Symptom: characters spawn at a crude LOD and can never stream up for the lifetime of ...
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. ...
When a shipping build is packaged using specific rendering settings a memory leak can be observed. The licensee has noted that this leak presents as a 10MB per hour increase in RAM usage. It has a ...
While active and ticking, the built-in FS_MasterField actor instance continuously creates several new components every frame, which are never cleaned up until the actor is destroyed. This can happen ...
When the DLC is being built for a project and stored in a plugin, the result is normaly until the DLC is packaged multiple times. This leads to the file path becoming more and more nested each time. ...