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 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 ...
Using "Set Material" for a static mesh in blueprint causes a crash. Working properly in 4.19 CL# 4033788 Found in 4.20 CL# 4233996 and 4.21 CL# 4234136 This is a regression. ...
GPU Mesh emitters will not show up in a packaged project. Found in 4.20 CL# 4302132 and 4.21 CL# 4307852 ...
The Editor will hang when using Russian characters for a text variable in a Blueprint. It seems to occur when using the character "л" is used. Only seems to occur once in a project. Found in 4.19 C ...
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 ...