Under certain network emulation settings, it looks like outgoing packets from the client will be dropped in groups (around 4 or more packets at a time) rather than individually. This leads to the ac ...
In UGameInstance::StartPlayInEditorGameInstance, the server instance will go through the normal process of creating the URL using BuildPlayWorldURL, which checks the FGameInstancePIEParameters' bSta ...
If this is just a display issue, it's still fairly significant because a tolerance of 0 and anything else are very different. I have not confirmed if it's only display or if the comparison is actual ...
Repro Rate: 10/10 This issue occurred in the live build of //UE5/Release-5.1 at CL 23058290. This was regression tested against //UE5/Release-5.0 at CL 20979098 and is confirmed to not be a regres ...
Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
Regression: Tested in UE5/Release-5.0, the issue did not occur so this is a regression. ...
Here is a work around bool FTriangleMeshSweepVisitor::VisitSweep(const TSpatialVisitorData<int32>& VisitData, FRealSingle& CurDataLength) { ... if (CullsBackFaceSweepsCode != 0) { if ...
Reproduced 6/6 times. This seems to affect all "Set" functions for Geometry Collection Components, such as Setting Object Type from Static to Dynamic, or changing Collision Type. ...
If you delete all the LandscapeStreamingProxies under the landscape object the parent landscape object can be deleted. Not a regression checked in Version: 5.1.0-23058290+++UE5+Release-5.1 ...