The problem appears to occur when the distance from an edge is mixed with positive and negative values in VectorEPA function. The following workaround is suggested that uses absolute values of dista ...
There is a bug inside Unreal Editor when selecting "Browse to Asset" for a Packed Level Actor. Right clicking the Packed Level Actor, all the asset options appear. If you click the "Browse to Asse ...
Editor performance plummets when moving BSP brushes in a level with several other BSP brushes present. Navmesh regeneration is the main cause as the full bounds for all BSP are used to determine whi ...
When using UE_VLOG events in blueprint or in code, the rewind debugger does not show those events visually on the track or output those events to the details view. ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
When there is a blended camera cut and the sequences playrate is changed, the camera blend time will not match the new rate and play incorrectly. ...
[Image Removed] Jira Bot attaches conversation thread from Slack [Image Removed]Ryan Bickell – 2025-01-07 10:54:10 UTC Hello and happy new year! I'm messing with the Landscape component LODBias sett ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...
Foreground debug lines are cleared each frame and as a result, dissapear when PIE is paused (even if no persistence is supported, the lines sould be drawn if PIE is paused). We need support for pers ...
In UE 5.5 (and earlier versions), FCollisionResponse::operator== has incorrect behavior where it will detect that two collision response containers are identical if they have the same number of entr ...