Ran into this while answering a UDN. A user was expecting to find the blueprint functions available to Editor Utility Blueprints after reparenting their actor to EditorUtilityActor. I confirmed that ...
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. ...