Collision filtering is producing unexpected results in certain setup. Objects are passing through one another when they are expected to collide. ...
Vehicle wheel friction values are applied too high relative to the vehicle centre of mass. They are applied at the wheels original rest position rather than the base of the current wheel location. ...
Struct properties marked up with the EditAnywhere and BlueprintReadOnly specifiers are exposed in Widget Blueprints by MakeStruct nodes and split pins on Setter nodes. CanBeExposed in K2Node_MakeStr ...
The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...
Selecting another level while the level is hidden cause the level moves to incorrect position. it occurs only when using world origin shift in world setting. ...
Licensee reports incorrect results with FindLocationClosestToWorldLocation when used with non-uniformly scaled spline components. ...
Generated from CrashReporter Assertion failed: Message != nullptr [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Classes\Animation\AnimNodeBase.h] [Line: 243] ...
Licensee wants to take screenshots that are more than the size of the viewport ingame. However, they are having trouble because the results depend on the size of the viewport. ...