It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
If "Disable low latency update" is set to false for vive controllers a line trace appears to lag behind the mesh of the vive controller. This makes it so that the line trace appears to bound and lag ...
When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...
I did some research. The problem is caused in CoreNative.cpp. In Function GetInstancedSubobject (Line 126) We should check if instance is runtime instance first. If it is runtime instance, just us ...
When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...
A character standing in a base will match its velocity to the base's velocity. If that character jumps into another base its velocity will be added to the new base's velocity and the character will ...
Context: Data Layers is a system within World Partition used to organize Actors both in the Editor and at runtime. It allows for the user to dynamically load and unload layers in the Editor to help ...
Using bFasterWithoutUnity and MinFilesUsingPrecompiledHeaderOverride, on ShooterGame.Build.Cs results in Engine crash. ...
We encountered a crash when using Anim BP Pose Watches to inspect poses on actors in a PIE instance. Specifically it seems ending the PIE session while the Anim BP is still watching the actor in the ...
Reproduced 3/3 times. Was not able to reproduce in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. ...