This seems to occur because of how reliability and the retransmission of dropped data is handled in the engine. If a reliable bunch is dropped, the entire bunch will be resent, but any unreliable bu ...
This seems to be because IsNetRelevantFor checks if the actor is hidden, resulting in a hidden actor not being considered relevant to clients. However, if it is a net startup actor, this will result ...
Reproduction rate: 5/5 Regression check: No, this also occurs in 5.4.2. Please note that this issue only reproduces with the Gamepad Face Button Bottom and does not occur for any other gamepad butt ...
The Soft Object Path loading code has special case logic for loading from Play In Editor, which tries to remap paths from the editor version of a map to instead point to an actor in a specific clien ...
The user comment on the Salesforce issue " This is a regression from the behaviour in 5.3.X, and I've reproduced it in 5.4.0, 5.4.1, and 5.4.2. The specific issue/change that caused this regression ...
It seems that a simple change from TCHAR_TO_ANSI to TCHAR_TO_UTF8 in UE::FUsdStage OpenStageImpl() fixes the issue. ...
The import dialog window is the legacy one and not the Interchange one. Auto reimport of modified FBX seems to be working properly with legacy or interchange selected depending on the CVar Rep ...
A UDN user reported that the D3D12 resource allocator defragmentation operation races with view creation. View creation needs to be always deferred to the RHI thread. ...
The CVar "r.Shaders.Optimize" cannot be set to false from DefaultEngine.ini in the section "[ShaderCompiler]" as its help text describes. Also tested on UE5-Main, CL: 34200103 ...
The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...