In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...
Material Instances used in Custom Buffer Visualizations do not respect parameter overrides, and use the parent material's values. Also tested on UE5-Main, CL: 34543023 ...
Class "FBlueprintEditor" has several inline getter methods as part of its public API (e.g. GetPreviewActor() and GetPreviewScene()). However, even though they are public, those methods are inaccessi ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
The Network Prediction and Mover plugins both have readme files in their plugin's root, but these files are somehow filtered out during the process of assembling a distributed build. ...
Geometry collection objects do not display any collision visualization, either collision color or wireframe overlay when the view mode is set to Player Collision or Collision Visibility or when the ...
The last level of impostors in PCG volumes render incorrectly after updating from 5.3 to 5.4. ...
The motion blur rendering is causing some issues when rendering the cloth asset as the timestep wildly changes without the number of substeps being increased, The movie pipeline code needs to man ...
Consider a static mesh set to use complex-as-simple collision, and a convex collision component, starting to overlap each other. When only the Collision Component moves, its collision with the stat ...
Class UBlueprintAsyncActionBase provides methods RegisterWithGameInstance() and SetReadyToDestroy(), which respectively register and unregister the object with the game instance. Derived class UCanc ...