NaniteBuilder uses an int8 type for ExternalEdges and counts adjacency with a int32. The bug stems for the cast to int8 when adding the adjacency count into the ExternalEdges array. The precision l ...
PCG graph callbacks in BP do not appear to get called correctly after the blueprint is compiled. ...
Using custom primitive data as an input in a UI material causes the engine to crash in the RHI thread. The exact crash is "Missing uniform buffer at slot 1, stage SF_Pixel." at Engine\Source\Runtime ...
In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...
Material Instances used in Custom Buffer Visualizations do not respect parameter overrides, and use the parent material's values. Also tested on UE5-Main, CL: 34543023 ...
The Network Prediction and Mover plugins both have readme files in their plugin's root, but these files are somehow filtered out during the process of assembling a distributed build. ...
Geometry collection objects do not display any collision visualization, either collision color or wireframe overlay when the view mode is set to Player Collision or Collision Visibility or when the ...
USkeletalMeshComponent::SkeletalMeshAsset is transient so it seems that any modified value that is set via the level details panel on an existing actor is lost. We deal with this same problem for o ...
The motion blur rendering is causing some issues when rendering the cloth asset as the timestep wildly changes without the number of substeps being increased, The movie pipeline code needs to man ...