In Blueprint, binding a custom event to OnAssetPostImport and setting TextureGroup to UI causes the UE editor to crash. But if it sets to the other group like "World" or "Character", this crash does ...
The issue is seen when using a normal navmesh inside of a World Partitioned level. Adding a Nav Modifier Volume to a Level Instance, and placing the Level Instance in the world will affect the navme ...
Although the ISM component allows for enabling the flag for Fill Collision Underneath for Navmesh, it does not add the modifier for this to the navigation data for its instances. ...
User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...
Collision between an instanced static mesh and a physics simulating actor (with "simulation generates hits events" enabled) results in the following warning: LogChaos: Warning: Collision handler en ...
The Blueprint_Effect_Explosion Actor's Root Component in the Starter Content is in some form of invalid state. It reports to have a scale of (1.0, 1.0, 1.0) in the details panel but further behaviou ...
The OutHit from a LineTraceByChannel against a landscape in Editor is not returning the Physical Material of that landscape. While PIE there is no issue. While using BoxTrace (even in Editor) there ...
We started running into issues with the console history not saving after upgrading to 5.2.1. The console history (as in the commands last input into the in-game console) is no longer being saved bet ...
When using an axis mapped input action such as looking around with a gamepad joystick, then opening a Common UI menu, the last input axis value will keep firing irrespective of the current joystick ...
Callbacks for the Tonemap's afterpass that return identity return black screen unless there is a post-process material. ...