With the way PLATFORM_XSX, PLATFORM_PS5 etc. are defined, it seems intellisense doesn't know about them, because the .vcxproj only references the Win64 version of Definitions.h, and they are defined ...
There was no problem in UE4. It can be fixed on UE5 by the following workaround.console command 'r.Editor.Viewport.MaxRenderingResolution' set 'Realtime off' on viewport ...
When a Blueprint asset is reloaded, we are currently serializing its CachedDependencies list during the discovery of potential referencers. This can lead to incorrectly treating all dependencies as ...
When using a virtual texture sampler for a thin translucent material, and that material occludes other objects that sample virtual textures, the occluded objects don't stream their VT. ...
Moving a SmartObject inside of the level shows that the slot debug view is moved along with the SmartObject, but when PIEing the AI react as if it has not been moved/rotated. You must click Rebuild ...
A licensee has reported that Pawns that are loaded via a runtime Data Layer are unable to be perceived automatically by Pawns that are not part of a runtime data layer. However, data layer Pawns can ...
Looking at each value of the texture, it seems that the import of the R value is incorrect. PNG:[Link Removed] TGA:[Link Removed] ...
In some scenarios, FPropertyDelegate::SignatureFunction can point to freed memory after a garbage collection run. This appears to be more common when running the CompileAllBlueprints commandlet. ...
The selection of individual instances of a foliage HISM is broken, so that the instance is correctly outlined but the gizmo is placed over a different instance. If we delete the selected instance it ...
The object filter in the blueprint debugger can be used to filter breakpoints to a specific instance of an object. This is important for multiplayer because there will be multiple versions of the sa ...