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 ...
If the user selects "Highlight" for an element in the static mesh editor, the element is not highlighted. ...
This is a regression in behavior between 4.14.1 and 4.14.2! The editor will crash when importing FBX meshes that have multiple material ID assignments. If it's a single material ID it will import w ...
When attempting to play the GDC_Landscape_01 map in Editor or as Standalone Game, game plays with very low FPS ~ 3-10 on machines that should be able to handle 30+. While testing for regression, ra ...
Packaging fails with Event Driven loader enabled and two function libraries reference each other even though the functions referenced in each library to NOT call each other in such a way as to creat ...