As soon as the visibility tool is used, we're adding references to the "/Engine/EditorLandscapeResources/DataLayer" asset from landscape components. If the user decides to cook without editor data ...
If the level has hidden sublevels, the regenerated navmesh result appears to have a hidden sublevel mesh placed at the origin. Apparently, the reason is that bNavigationRelevant is no longer consid ...
A crash will result if a Blueprint class that's based on a native C++ class containing two or more nested, explicitly-instanced subobjects referenced by a fixed-size object array property are serial ...
First discovered this on Linux in //UE5/Main. In the repro, you play from level 2; if you opened Level 1 and played from there, the same outcome would occur. LogNet: Warning: Travel Failure: [Clien ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
When rendering out the Buffer Visualization Targets with the HDR setting on, the resulting Scene Color EXR is rendering significantly washed out compared to the Buffer Viz. in the Editor and if comp ...
There are a lot of cases where nodes in the material editor will no longer get deleted even if you save the material after deleting the node. As soon as you close the window for the material editor ...
When there is a Retainer box with the visibility set to "Self Hit Test Invisible" and has children, the children cannot be interacted with. Children such as a button cannot be clicked. This issue c ...
This is a common crash affecting users in the 4.16 release. Users have not provided any descriptions. Source Context 775 { 776 ULandscapeInfo* LandscapeInfo = nullptr; 777 ...
When opening a new blueprint for the first time Adding any static mesh component (Engine content or User created) causes the mesh to display with a bright green emissive. This issue occurs only in t ...