Repro Rate 15/25 Regression set to Yes as this was not found on //UE5/Release-5.2 CL 26001984 Binary Building Nanite with a Landscape that has a material including Landscape Visibility Mask still ...
When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...
It appears that the Vertex Normals from Ribbon Particles are opposite of what is expected via the Default Particle System given both systems share the same alignment (Facing Camera) [Image Removed] ...
Changing the type of an existing child scene component to be a non-scene component type triggers some fixup code at load time which attempts to remove the node from its current position in the scene ...
UObjectProperty properties within a UActorComponent class aren't exposed for editing in the Details panel when choosing to edit native component defaults in the BP editor. ...
When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...
A project building in Visual Studio will sometimes fail with the error Unrecognized type 'FBar' - type must be a UCLASS, USTRUCT or UENUM. This can occur in situations where one struct was reference ...
If a pawn in the level is using a custom AI Controller that sets the AIPerceptionComponent in code, the editor will crash on PIE after a hot reload. CrashReporter: [Link Removed] ...
If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...
SummaryMerging a Skeletal Mesh whose LOD streaming has not completed crashes with an AccessViolation while the vertex copy reads the Null buffers of LODs that have not been streamed inRoot cause is ...