If there are multiple copies of an input on the graph, when it is renamed, all the connections are broken and rerouted to a single node, orphaning the rest on the graph. I believe this may be a dupl ...
If a device has no available input or output devices, activating an Audio Capture component will cause the device to crash. Occurs in Editor and Runtime. Assertion failed: NumTotalFrames > 0 [File:E ...
Physical material masks are not working as expected in cooked builds. Licensee reports that the mask data is empty at runtime. ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
Licensee reporting material slots being incorrectly assigned when loading an asset created in UE4 into UE5 via an upgraded project. ...
See linked UDN for more info. When a server initiates a non-seamless travel, it will inform any connected clients by sending the reliable ClientTravelInternal RPC. After a delay (controlled by Serve ...
If an actor contains multiple primitive components, it uses all of them for calculating navigation bounds even if some of the primitives are not marked as navigation relevant. Toggling navigation re ...
When playing the two metronome sounds, it is expected that when the 1bar asset loops, it will stay in time with the 12 bar asset; however, instead phasing begins to occur. This does not occur when ...
When reloading utility widgets the Movie Scene Property Track seems to be unrecognized causing cast nodes to become invalid. ...
Within the actor snapshot area, you can categorize information into different sub-trees, each of which are expandable. However as you scrub through the timeline and new events happen, any sub-catego ...