If a user declares a UFunction with the exec specifier, the UHT will add a call to that function so that it can be used as a console command in the editor. This becomes an issue when the declaration ...
When a certain kind of mesh is loaded/unloaded at runtime from transitioning levels, the amount of unfreed memory of the game will steadily increase. There is some natural fluctuation of memory but ...
If I set a certain default value for a struct within another struct, it is reset to "None" and the value is not accepted. Below are detailed steps to reproduce as well as a minimal project. Source: ...
(Enduring Games) Included Insights trace to show the memory spike in LLM followed by some pretty large time cost frames in the timeline. (Link to insights trace in comments section) ...
The root cause appears to be an order of operations change made for [Link Removed] (CL 18309493 in UE5/Main). On EnhancedPlayerInput.cpp:238, the TriggerStateTracker is combined with state evaluated ...
When using box selection with "Box Select Occluded Objects" enabled, volumes in the box selection zone are not able to be selected. ...
If in use, DPI Awareness is set after the initial window size is set. For a Windowed window, the settings are unable to restore the prior resolution settings on an application restart due to the pr ...
If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...
When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...