Lighting is invalidated with levels that have been duplicated or Saved As. The maps that are created are immediately marked dirty and need to be resaved vs how they were in 4.12.5 where they wouldn' ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. It's only in packaged & quick launched builds that this occurs; PIE works as normal. ...
If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...
The listen server will see jitter in clients character movement and animations. This is hard to notice without the "slomo" command but is extremely obvious using "slomo". Clients will see server and ...
[Link Removed] From UDN: If you are using the new compatible skeletons feature and you have a Montage with an attribute curve on it, the curve is not correctly mapped to the target skeleton. So ...
Binary (Installed Build)//UE5/Release-5.1 @CL22986940 I encountered this same crash when creating a landscape twice, but was not able to consistently reproduce it with those steps. I figured out th ...
When a class uses the EditInlineNew specifier, the resulting class has some errors when interacting with the editor. 1. Unable to assign existing blueprints based off the class to an array of that ...
Auto Reimport source paths can cause a crash with the editor. I couldn't narrow down in my limited testing what would cause the crash vs what would not with these file paths. The one in my attached ...
When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...