Client has a workflow issue with the reimport pipeline: UStaticMesh::bSupportPhysicalMaterialMasks should be copied over to UBodySetup::bSupportUVsAndFaceRemap before it takes effect for raycasts, ...
When using the DynamicMaterialParameters Niagara module in UE 5.6, 5.7, and UE5-Main (CL 50298778), updating an emitter causes Boolean values, such as Index0Float0Write, to reset to default values, ...
User noticed that when Slate.EnableSyntheticCursorMoves is set to false the editor UI tooltips no longer display. As noted by the user, modifying Slate.CursorSignificantMoveDetectionThreshold to at ...
When analyzing materials that use Material Layers, Material Analyzer reports that multiple Material Instances “share the same static parameter array” and therefore recommends reparenting so that onl ...
[Link Removed] We always need to build texture data which requires building debug view mode shaders to do some rendering to get texture densities. Can we find another way to do this? Can we at le ...
Because the archetype for scene/static mesh components has a null value for AttachParent, there are some situations where changes to a replicated component's AttachParent are not replicated to clien ...
The bWeldSimulatedBodies attachment parameter is not replicated to clients, both in USceneComponent's attachment replication handling and in AActor's FRepAttachment struct. If AttachToComponent is c ...
Context: Blueprint classes can use Instanced/EditInlineNew object property specifiers to create and edit subobjects directly in the editor. Problem: If a child blueprint class has an Instanced/Edit ...
On the client, NotifyBeginPlay is triggered via AGameStateBase::OnRep_ReplicatedHasBegunPlay. However, if a replicated actor is waiting on its initial replicated state to be received and applied (bA ...
It seems this can happen if the timeline component on the client receives an update from the server for the final position of the timeline, causing it to be set as no longer playing before it has a ...