When landscape splines exist in a WP level, LandscapeSplineMeshesActor instances are created to allow streaming of splines. In a non-WP level, splines are components of the landscape actor. When a W ...
It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...
Materials containing a cube array texture sampling node will not compile when hardware ray tracing is enabled. The shader compilation error indicates that an invalid op code was used: "Opcode Sample ...
Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...
In the attached screenshots, the following Animation Sequence assets are wrong: * FX_WST050_pSphereB1_TS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereD_TR_Anim If yo ...
Any UPROPERTY TArray added to UMaterialEditorInstanceConstant will not cause UI updates when elements are added or removed. This is caused by the custom validator created in FMaterialInstanceEditor ...
When using box selection with "Box Select Occluded Objects" enabled, volumes in the box selection zone are not able to be selected. ...
Occurs 5/5 times Virtual Bones are not retained in Retargeted Animation Aim Offset. Regression does not occur as UE5 Manny assets are not available for retargeting before UE5. ...
When Global Illumination is set to “None” in the project settings the ambient occlusion does not correctly render shadows for moving objects. This has been observed in versions 5.4 and above. ...
It is possible for an editor crash to occur if a build is running (Lightmass in this case) and another is launched such as Build World Partition Minimap (as well as HLOD and Spline builders). This i ...