AssetEditorOpenedEvent Doesn't Fire when Level Opened from Menu

UE - Editor - Workflow Systems - Jan 19, 2023

The AssetEditorOpenedEvent is triggered when opening a level from the content browser, however it is not triggered when a level is opened via File -> Open Level, or File -> Recent Levels. ...

UWorld::GetNetMode returns incorrect value during UGameInstance::StartPlayInEditorGameInstance

UE - Networking - Jan 19, 2023

During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...

ETcpMessagingVersion should be bumped because of ANY_PACKAGE changes to MessageBus

UE - Virtual Production - Jan 19, 2023

UdpMessageTransport version was bumped due to the change to MessageContext.  However, TcpMessageTransport did not have the corresponding bump in version.  From UDN: [Link Removed] ...

Large brush sizes causes hitching in Landscape Sculpt mode

UE - LD & Modeling - Terrain - Landscape - Jan 19, 2023

In my case I used the erosion brush and smooth brushes.  Not a regression checked in Version: 5.1.0-23058290+++UE5+Release-5.1 ...

Near Clip Plane project setting has no effect

UE - Rendering Architecture - Jan 18, 2023

Small seams in a rescaled Landscape between all the Landscape Components

UE - LD & Modeling - Terrain - Landscape - Jan 18, 2023

This is a regression. Tested in //UE5/Release-5.0 CL20979098 Small seams in a rescaled Landscape between all the Landscape Components. This only happens when scaling specifically to this value. ...

Actors set to Spawnable are not trackable by a camera once they've spawned

UE - Anim - Sequencer - Jan 18, 2023

Tested in //UE5/Release-5.0 CL20979098 this is a regression. Attachment is of UE 5.0.3. Actors set to Spawnable are not trackable by a camera once they've spawned. The camera will track the actor w ...

TickComponent and PostPhysicsTick in SkeletalMeshComponent can cause simultaneous read/write access

UE - Anim - Runtime - Jan 18, 2023

When a SkeletalMeshComponent is restarted by calling in order of   SetSimulatePhysics and SetComponentTickEnabled, the TickComponent and EndPhysicsTick are executed simultaneously. As a result, the ...

Burn ins are not composited onto media renders using the MRQ

UE - Anim - Sequencer - MRQ - Jan 17, 2023

In 5.1 media exports will not have the burn in composited onto them.  ...