When using a Destructible that is using the Event OnComponentFracture and the flags for Debris timeout/max separation and Debris Enabled will cause the event to fire for each chunk removed from the ...
This a repost of a question that I posted to ue5help but it got closed before I got an answer. I am open to making the changes I've requested here and sending them back if that will expedite things. ...
Rebinding an action mapping doesn't seem to take effect immediately if the Pawn class used has Pawn.h as its parent class. However this'll take effect immediately with DefaultPawn.h. In addition, th ...
This question was created in reference to: [Link Removed] This post references the first post because this problem was not discovered till now. I think it was masked because the issue appears to be ...
Repro Rate: 5/5 Summary: When opening a Project in UE version 5.1.0 with Nvidia GFX driver version ###, the user is notified that there are known issues with this driver through a pop-up:WARNING: K ...
When placing a Static mesh into a level that will cast a shadow and building lighting, no shadow will be shown on a character when walking through its shadow ...
When dragging an instance of an animation sequence out to the level and then back into the content browser and then back out, the preview of the animation disappears. Gif attached below ...
Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering. Lighting will appear at incorrect angles. ...
In the Character Movement Component, setting the Plane Constraint Normal to a value other than default, and then attempting to change the value back to the default does not revert to the default val ...
The reasons is a bad interaction between FIND_MEMORY_STOMPS code in AsyncLoading.cpp and memory pooling. Async loading will set PrecacheBuffer to read/only and will never reset it back, expecting ...