This bug occurs in 5.3 version. It's ok in 5.2 version. ...
When placing static mesh foliage and setting the foliage mesh's Collision Preset to Block All, the placed meshes do not consistently block parts of the nav mesh. Expected: Placed meshes (for examp ...
This is a serious issue as it's causing applications to fail certification on the Meta Quest store ...
When using the Reparent Blueprint node in an Editor Utility Blueprint, e.g. an Asset Action Utility, compilation errors will occur if you try to reparent a blueprint with a native parent class to a ...
Create a blueprint based on actor, give it a SceneComponent named ExampleComp (BP_TestActor) - this should be the blueprints only componentCreate a new level (TestMap), place an instance of the bluepr ...
Users requested the ability to move only the function declaration to a base class from blueprints instead all of the nodes inside the function. From the user: "Essentially, 95% of the time wha ...
The reason should be in FMaterialShader::GetParameterCollectionBuffer , Scene is nullptr and cached value GDefaultMaterialParameterCollectionInstances ** doesn't update. ...
Two instances of the same level sequence playing audio will cause the audio to stop playing. ...
Navmesh does not generate correctly around HISM instances when one instance has its transform updated. The most noticeable change is that adjusting the scale of an instance's transform will cause th ...
This is causing confusion when working with color in UE5, specifically when validating for HDR between different reference materials. It has also been noted that the color primaries in PAL and NTSC ...