I checked the c.haos code quickly. I think it caused by the function "bool FInitBodiesHelperBase::CreateShapesAndActors()". In this function, the CreateActor_AssumesLocked function will ignore the s ...
Doesn't occur in UE5 Release or UE4.Can't attach logs/crash information I'm encountering an RHI crash within UE5 Main at the moment. This issue seems to be caused by a commit from last year that ...
The "Reimport with New Source" functionality is currently not functioning in the Editor. When selecting the option with a clearly edited Anim, it is not updated. There is no message in the Output Lo ...
A workaround might be to use the CDO of your plugin to reach out to the Editor settings and assign itself to the fields you want. This removes the users ability to choose between multiple options. ...
Currently UAnimSequenceBase::OnModelModified assumes that a notify is linked to a sequence and not a montage. This causes branching point notifies to lose their linked montage when being updated an ...
Right now the AssetManager uses different logic in ModifyCook vs VerifyCanCook, specifically related to secondary assets like textures or maps that are indirectly loaded by soft object paths and are ...
This is similar to [Link Removed] but still reproduces with an attach track. ...
Crash when not saving level after using MovieRenderQueue for that level Repro rate 3/3 Regression Yes, issue is not reproduced on //UE5/Release-5.0-EarlyAccess at CL 16682836 from LauncherFatal er ...
Macro libraries try to support guid-based renaming: when a specific macro is renamed blueprints using the old name will automatically point to the new name and work properly. However, this fixup hap ...