The FailsafeArea of NavModifierVolume is generated at a different location from the center of the actor when it rotated. This means that the effect of rotation is incorrect. (see attached file) W ...
UDebugSkelMeshComponent and PreviewInstance are lost current animation asset. There are 2 ways to fix below void UDebugSkelMeshComponent::InitAnim(bool bForceReinit) { // If we already have Pre ...
Repro from licensee here - [Link Removed] ...
This is because FFbxExporter::ExportStaticMeshToFbx() does not correctly determine the OverrideMaterials. Therefore, the following code will not pass.else { Material = StaticMesh->GetMaterial(P ...
Im not 100% sure this is a combination of settings that "should" work anyway, but need someone to have a look.Thin TranslucencyOutput velocities during base passForward Shading lighting modeProject ...
The fixup code for repairing Widget bindings in UE5 assumes that a compile occurs first. However, saving the asset does not cause a compilation to occur. When we reload the asset and open it in the ...
When a Cube of StaticMeshActor is placed, it is generated without any problem. ...
SceneRender seems to be constantly leaking memory. It only reproduces on MacOS and doesn't seem to happen when I turn off the RHI thread. [Image Removed][Image Removed] ...
saving a media plate actor set to spawnable in a level sequence causes the media plate actor to become black. there are two known workarounds 1. toggling the Media plate to Possessable, and Spawnabl ...
Calling PlayQuantized on an asset set to Force Inline crashes editor:Assertion failed: SoundWaveDataPtr->GetLoadingBehavior() != ESoundWaveLoadingBehavior::ForceInline [File:D:\SMoyls_UE5_Release-5. ...