Editor crashes when an Animation Blueprint Template is compiled with 'Layered Blend Per Bone' node. ...
Forum user noted that emissive lighting being built with GPU Lightmass is in fact being built, just not around the mesh, but in a larger radius and with reduced strength compared to 5.1.1. They foun ...
A few users using the Windows 10 Insider Preview have found that after a certain point in the Prerelease builds, starting at 14915 it seems, the Unreal Editor and Epic Games Launcher context menus h ...
When designating 3 Intro/Start Up movies to play back to back in the Project Settings of a mobile project, the user reports that they will play as expected for Android devices, but only one movie wi ...
LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...
When importing an FBX with several different meshes and multiple materials with "Combine Meshes" enabled the materials will get assigned to incorrect portions of the mesh. I've included a version o ...
Mesh data will be deleted from the Static Mesh if added as a Hierarchical Instanced Static Mesh Component through blueprint. All of the mesh data (actual geometry) and LODs will be deleted from the ...
In splitscreen, Player 0 view influences reflections for other player views. A user submitted the included test project showing the issue, and I have reproduced on 4.18.3 as well as 4.19.2 (see Spli ...
It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...
QAGame Win64 Development BootTest: * Ensure: Ensure condition failed: oldValue == newValue [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp] [Line: 311] oldVal ...