After editing the parent emitters of a Niagara system with mesh renderer particles the engine will crash the next time the editor and system are opened. This was tested with both engine content cub ...
The user comment on the Salesforce issue " This is a regression from the behaviour in 5.3.X, and I've reproduced it in 5.4.0, 5.4.1, and 5.4.2. The specific issue/change that caused this regression ...
FCableSceneProxy::BuildCableMesh in CableComponent.cpp:233 showed up as a hot spot in profiling because the two TArray allocators in SetDynamicData_RenderThread used by BuildCableMesh are created an ...
Whenever you use the same login to connect to SVN source control in the editor, the editor's SVN plugin is unable to differentiate between two working copies of the same repo. Any checkouts made in ...
Hello, A licensee has reported us a crash in DebugCameraController / DebugCameraHUD. It is due to a missing check in ADebugCameraHUD::PostRender() of SelectedActor set in ADebugCameraController ...
Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...
Waking both of a constraint's rigidbodies re-enables collisions that were disabled by the physics constraint You can also get this issue to occur by either shooting the two cubes around a bit, or by ...
A widget set to a specific row and column within a Grid Panel, that has been assigned multiple rows and columns, and then spanned across other rows and columns reverts to it's default position and s ...
This is not a regression. Tested in both 4.27.2 and //UE5/Release-5.0 CL20979098 Game View renders Lights with Actor Hidden In Game enabled. Documentation states: "...the Viewport to display the sc ...
Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...