If this is just a display issue, it's still fairly significant because a tolerance of 0 and anything else are very different. I have not confirmed if it's only display or if the comparison is actual ...
Whenever launching the UE5 Editor, it rebuilds the navmesh on the first map it opens. Reopening the same map again will not cause the navmesh to be rebuilt. It seems that the first time the map is o ...
Something is rendering incorrectly about hierarchical instanced static meshes on vulkan mobile. If the project uses GPUScene, instead of using HISM for manual instancing, and relying on GPUScene for ...
A UDN user found that calling AbilitySystemComponent->RemoveReplicatedLooseGameplayTag(TagToRemove); while the gameplay tag was not in the TagMap, will create an entry for it with count 0, see ...
Reproduced 3/3 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
See: UAbilitySystemGlobals::HandlePreLoadMap GAS features static variables that are modified by both server and client, thus result in issues in single process PIE where they access the same memory ...
See the comment on UInputTrigger::LastValue around issues being a bool type on first tick ...
The fix for this is to override the FEnhancedActionKeyMapping::operator== to account for the deep copy that happens on modifiers instead of comparing addresses ...