Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...
When building reflection captures through the ResavePackages commandlet, it frequently triggers an ensure inside of ReflectionEnvironmentCapture.cpp. If distributed shader builds start causing prob ...
This check is hit on the server instance while it is performing garbage collection during the seamless travel. During this garbage collection, it will determine that the UWorldPartition object belon ...
With high enough latency, quickly unloading an reloading a streaming level with a replicated actor on the server can cause the actor channel on the client to fail to find this actor: UActorChannel:: ...
Following this sequence of events, the ObjectLookup and NetGUIDLookup on the server's PackageMapClient will end up in a bad state. In the ObjectLookup Map, the primary asset's package will be mapped ...
This came up from several discussions on UDN and internal discussion. The root cause is that the AssetRegistry currently cannot discover packages inside IOStore containers, it relies on the seriali ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
Scale is used as part of the rotation calculation for transform multiplication, and it can have an effect in the sequence transform origins. It's expected that scale is completely ignored, and shou ...
When a room component is added in C++ via the actor constructor, an ensure is triggered from precaching and the groom component. Behavior also observed on UE5/Release-5.5, CL: 40988944 ...
As described by the licensee, the const CDO contract is being broken on ChaosWheeledVehicleMovementComponent. The issue the licensee is facing is that by spawning cars with different configurations, ...