Licensee reports change of behaviour between UE4 and UE5 when reimporting a mesh after changing its lightmap build settings. Change of behaviour occurred in 17404767, which was to fix a similar pro ...
Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...
When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...
The licensee was not able to make static meshes with the correctly disabled sections from a skeletal mesh in the current implementation of the "Make Static Mesh" button in the editor. They have prov ...
Nanite mesh is not culled because "DrawInGame" value in the primitive uniform buffer is always 1. Can be fixed with below modification:// in FPrimitiveSceneProxy::FPrimitiveSceneProxy DrawInGa ...
Instanced static mesh component does not add instances transforms to PerInstancePrevTransform array when using UInstancedStaticMeshComponent::AddInstances. Additionally Updating the transforms of th ...
Assertion thrown while deleting a Curve from a Control Rig asset. ...
Editor crashes when attempting to play a recorded demo - Assertion failed: IsGameWorld() && GetCurrentLevel() This issue occurs when using a template project or QAGame. This does not occur when usi ...
Control Rig parameters don't function after editor restarts. Also the default values don't function and you need to use an input instead of directly editing the values of the pins. You can work aro ...
In Persona, moving a socket around is not affected by any changes to snapping (scale or size). Rotation is affected however. This is similar to [Link Removed], but according to James Golding there ...