The melee gameplay ability GA_Melee uses a NetMulticast RPC which isn't allowed and causes a blueprint validation error: GA_Melee.uasset: Gameplay Abilities are not replicated to Simulated Proxies ...
The user comment on the Salesforce issue " This is a regression from the behaviour in 5.3.X, and I've reproduced it in 5.4.0, 5.4.1, and 5.4.2. The specific issue/change that caused this regression ...
UDN: [Link Removed] ...
It seems that a simple change from TCHAR_TO_ANSI to TCHAR_TO_UTF8 in UE::FUsdStage OpenStageImpl() fixes the issue. ...
In pasts unreal engine versions like 5.2 or 5.3, when you loaded a project with UnrealFrontend, the uproject was saved inside the Engine.ini file. In version 5.4 it does not get saved and you need t ...
The import dialog window is the legacy one and not the Interchange one. Auto reimport of modified FBX seems to be working properly with legacy or interchange selected depending on the CVar Rep ...
From UDN: [Link Removed] There is a bug in the output velocity for translucent objects in Unreal Engine 5. Specifically, when a material instance has the "output velocity" override flag enabled, bu ...
If another persistent level is open, the fix up can work. ...
When built with Address Sanitiser, the engine can except in FShaderPipeline::FindOrAddShader on deletion of the Shader pointer. This appears to be in error as FShader is asserted to be non-polymorp ...
r.MotionVectorSimulation 1 should simulate motion vectors when cutting cameras, but this appears to be broken on some loops. ...