In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...
If a user creates a C++ class that contains a struct and references that struct within a blueprint, making any changes to the struct within C++ header file will prevent the user from saving the blue ...
Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...
Using Windows scaling above 100% now causes Screen Space 3D Widgets to be offset. (Pressing F11 for fullscreen or launching will cause widget to appear in correct location) ...
A user encountered an issue with Landscapes not rendering once baked with GPU Lightmass. The user was using Ray Tracing. If using normal CPU Lightmass baking, landscape remains the same. ...
In UE 5.6, heightmap texture compression was introduced. The original implementation did not consider duplicate pixels along subsection and shared textures (multi-component) boundaries. As a result, ...
When invoking a custom struct, the first listed variable will not appear in the Intelisense window. ...
Components spawned at runtime do not take Radial Damage if simulating physics. ...
Users are not able to get the drop down menu to show up when the combo box is applied to a 3D Widget (World Space) ...