The 'VolumeBounds' array in FTranslucentLightInjectionCollector::AddLightForInjection is accessed as a pointer instead of with 'VolumeCascadeIndex' and thus fails bounds checks for the outer volume. ...
This issue may have occurred due to a refactoring of the related functionality during the engine update from version 5.4 to 5.5. The main reason is that the randomization of BatchColor doesn't work ...
When generating a random number using FMath::RandHelper() in the constructor of an actor, attempting to print that same number on BeginPlay returns a different value than the constructor. However, ...
If a data table asset is based on a custom struct, making changes to and hot reloading the struct will not update the data table in the editor. Restarting the editor will prevent the data table fro ...
When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...
When you remove an axis mapping using a specific key it will remove all mappings even if they have separate scales. The user found a fix that I verified that worked. In "InputSettings.cpp", which i ...
In UE4, Reparenting the Child Component did not update it on the screen, but the Relative Transform was updated. However, UE5 now retains Relative Transform, so there are on-screen updates. This is ...
When using VirtualHeightfieldMesh we see intermittent crashes in FDepthPassMeshProcessor::TryAddMeshBatch(). This can happen when FVirtualTextureProducerCollection::CallPendingCallbacks() is called ...
As the title suggests, whenever you attempt to add a third player using splitscreen, whenever the third player is created the viewport renders black. This only occurs when the viewport is sized to a ...
When changing the variable type of a variable in a struct, it can cause some pins related to arrays of this struct to become disconnected. The project provided was from the Marketplace, entitled "Su ...