A texture can be toggled between virtual texture and regular texture using the Convert to virtual texture/regular texture tool in the texture asset context menu. This updates referencing materials t ...
The presence of a colon ':' character in the category string of a UPROPERTY will cause iterative cooking to generate the following error:Found unparsable ini setting Windows.EditorPerProjectUserSett ...
It crashed when unspawning an AI which will destroy its entity. Inside DestroyEntities "IsProcessing" is true, but when it breaks into the debugger, "ProcessingScopeCount" is 0 (so IsProcessing shou ...
Request for 'Switch on Int' nodes to throw a warning or auto refresh if an execute pin is removed. For example: If the 0 pin is deleted, users may not realize the pins will reset back to (0,1,2,3,e ...
Repro Ratio: 3/3 Regression was tested in //UE5/Release-5.0-EarlyAccess CL-16682836 since this is a new feature of UE5. The issue did happen ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
An attached actor's relative location isn't correct on the client when the actor has its position changed to that of the parent actor before attaching with the "Keep World" location rule. On the cli ...
Starting with UE 5.4, function FNiagaraRendererRibbons::GenerateDynamicData() from file [NiagaraRendererRibbons.cpp] attempts to calculate DynamicData->MaxAllocatedCountEstimate as such: DynamicDat ...
Numerous LogMetal: Warning: AsyncCopyFromBufferToBuffer on overlapping ranges Warnings Warnings do not appear to be linked to any visual/performance problems in the editor. Could be safely ignored. ...
This problem seems to occur because Rotation is not taken into account when calculating Weight. I have confirmed that it can be solved by calculating the rotation as follows.float ULandscapeCompone ...