The issue was reproduced when building a minimap for an open world level with no Actors with "Is Spatially Loaded" enabled. Placing additional Actors with "Is Spatially Loaded" enabled in the level ...
Reported by multiple users. When in a networked session a GameplayEffect is automatically removed due to:a tag being added that's not allowed, or (TargetTagRequirements.RemovalTagRequirements.MustHa ...
WidgetComponent controls widgets through VirtualWindow, but VirtualWindow does not have HWND, so IME cannot be enabled. The following workaround enables IME activation. void FSlateEditableTextLay ...
If the default value of a replicated property is edited on an instance of a placed-in-map actor, then on the server is value is changed back to the default, a client who joins in progress after this ...
Procedural Foliage Volumes can be resimulated by clicking the Resimulate button. But they can't be resimulated from Blueprints, even if there is a Simulate() function that can be executed. Found in ...
When setting the LODbias via the device profile for a specific Android GPU it does not appear to have an affect on the textures when run on the device ...
When playing in "New Editor Window" mode, entering the r.setres command does not change the screen size. This worked in UE4.27, but no longer works in UE5.0. ...
Regression: Checked in UE5/Release-5.0, the folder is missing from the plugin as well. This issue appears to be a problem with packaging the plugin itself, rather than packaging a full project. Pac ...
Regression: Nanite Foliage is a new feature in 5.1, so this issue is not reproduceable in 5.0. Notes about this new support can be found under Nanite Improvements in https://docs.unrealengine.com/5. ...
Attempting to merge two spline actors causes the Engine to crash. This issue occurs with the Steps to Reproduce regardless if there are more branches added to the tree branch spline/enabled, and reg ...