When working in the "Landscape" editor mode, in both the "New" and "Import" tools, it is possible to import a single heightmap, as well as a weightmap for each layer. Each of these maps can come fro ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
**UPDATE** When the actor is pulled from content browser to scene, a "ghost" object is created even if the actor is still being "held". Dragging the actor back and forth into the editor viewport wi ...
In Split-Screen, with "r.Lumen.Reflections.DownsampleFactor" set to 2, it is possible to have vertical colored artifacts on View 1 (the second view). The Licensee reported the artifact occurred on ...
We encountered a crash when using Anim BP Pose Watches to inspect poses on actors in a PIE instance. Specifically it seems ending the PIE session while the Anim BP is still watching the actor in the ...
When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...
Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. It's only in packaged & quick launched builds that this occurs; PIE works as normal. ...
There is a bug inside Unreal Editor when selecting "Browse to Asset" for a Packed Level Actor. Right clicking the Packed Level Actor, all the asset options appear. If you click the "Browse to Asse ...
There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...
Constraints (UTickableConstraint) are usually created throuh the "Animation" tab available in the Editor's "Animation Mode". When created through that interface while Sequencer is open, the internal ...