In the scene outliner, if you add a folder with one visible actor in it, and filter out some of the actors, users are unable to toggle the visibility of the folder anymore, or they are only able to ...
This is a regression. Tested in //UE5/Release-5.1 CL23901901 When a geometry collection is destroyed by an On Hit event the editor becomes unresponsive and never recovers. No crash is generated. ...
While we suggest using screenpercentage at 25%, it is visible at higher percentages. Video showing the flickering:https://udn.unrealengine.com/s/contentdocument/0694z00000Qw4jPAAR ...
See attached project for a good repro ...
ReversedDepthOnlyIndexBuffer is exported even when bEnableDepthOnlyIndexBuffer is false. It's likely an error and line 568 in StaticMesh.cpp should rather be ://if (!bEnableReversedIndexBuffer) <= ...
Node operations cause all of the collapsed nodes to be auto expanded. This is disruptive when working with complex hierarchies because you can't hide irrelevant components. ...
This is not a regression. Tested in //UE5/Release-5.1 CL23901901 Changing materials before making a change to a model with cube grid causes that previous selected material to be added to the model ...
If a variable is renamed on a blueprint, then any child blueprints will lose their default values for that variable and reset to the parent's default value. This resetting only happens with the Chi ...
This does not just work with BaseColor, you can affect any of the outputs by connecting something to a disconnected CreateMaterialAttributes. ...
FHighResScreenShotConfig::Init() sets the materials only in the Editor, due to a #if WITH_EDITOR block. However, the FViewport class exposes the TakeHighResScreenShot to non-editor builds as well, l ...