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 ...
When a widget's flow preference is set to RTL, we adjust the render transform so that the horizontal transform is mirrored (see SWidget::GetRenderTransformWithRespectToFlowDirection). We should do t ...
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 ...
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 ...
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 ...
If the option to delete files on revert is enabled, the revert operation causes incorrect file state in the perforce cache It looks like it has some code to handle this when the option to delete is ...
Texture2DArray asset thumbnails are not reflected when the source file texture is changed. Once a Texture2DArray asset is opened and loaded, the thumbnail will follow any subsequent source file upda ...
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Licensee reports that occluded vertices are picked in mesh paint when multiple meshes are selected. Since we use line tracing + math to determine the target vertex in mesh paint mode, rather than h ...
BTTask_MoveTo and EnvQueryTest_Pathfinding don't use the same pattern to obtain the NavigationFilter to be used if the filter is not set. The BTTask_MoveTo uses the controllers GetDefaultNavigationF ...