See: UAbilitySystemGlobals::HandlePreLoadMap GAS features static variables that are modified by both server and client, thus result in issues in single process PIE where they access the same memory ...
Whenever launching the UE5 Editor, it rebuilds the navmesh on the first map it opens. Reopening the same map again will not cause the navmesh to be rebuilt. It seems that the first time the map is o ...
in PIE, RerunConstructionScript() is executed and actor's CachedMaxDrawDistance is updated as expected. in packaged game, RerunConstructionScript() is not executed so, CullDistanceVolume is not u ...
refer to attached video ...
As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...
We need to, at least, prevent this by clearing observers when running a new BT using a different blackboard. Must also think that this might affect licensees relying on the current behavior (might h ...
A pop can be heard when crossing the Air Absorption distance range while using an HPF. From Slack: "I tracked it down to specifically the HPF – it's when the filter turns on, it jumps instantly to ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
Non-instanced object ref properties are incorrectly being skipped at property initialization time when Blueprint class instances are spawned with the fast property initialization path enabled. This ...
Inputs in Sequencer don't update when a MetaSound is changed or if the Sound on an audio track is changed to a different asset. The Inputs cannot be added or removed manually. This leads to the user ...