SplineMeshActors all share the first spline placed rather than their own spline when using the mobile renderer. This was first reported in this UDN: https://udn.unrealengine.com/s/question/0D54z0000 ...
Skeletal mesh bones cannot be selected in the viewport of the IK Retargeter. They can still be selected via the bone name hierarchy. Reproduces in the following://UE5/Release-5.1 CL 2390901//UE5/Re ...
When seamlessly traveling, FNetworkObjectList will have its data cleared. However, because FNetworkObjectList::Reset is called before FNetworkObjectList::ResetDormancyState, AllNetworkObjects will b ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984 A widget that is a derived from a child widget reports component variables as Invalid, while the child and parent of that child will ...
The ability to import/export visibility mask was available in 4.27. ...
Result : there are significant differences between the generated Nanite mesh and the original landscape mesh (see [Link Removed]) Note : the bug was originally reported on this UDN : [Link Remove ...
This is not a regression. Tested in //UE5/Release-5.0 CL20379098 Editor crashes with an assertion after executing the command r.RHIThread.Enable 2 ...
A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...
It looks like the DistantScreenTrace(...) in LumenScreenTracing.ush reports a false positive hit in the dark regions. Using screen trace visualization reports the distance in these regions as 65535. ...