This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...
The editor setting for automatically start consuming input can be set to enabled as a boolean, but whenever the editor restarts this value is reset to false. ...
The call to UpdateInstanceTransform within UInstancedStaticMeshComponent::UpdateInstanceTransformById(..) sends bTeleport in place of bMarkRenderStateDirty that was added as part of Unreal Engine 5. ...
When the CurveLinearColor asset assigned to a CurveLinearColorAtlas is edited (e.g. change the colors of the gradient), the preview window of CurveLinearColorAtlas editor does not automatically upda ...
When there is a physical material mask asset that has been created and applied to a mesh in the level without having a texture source imported yet, and then "ShowFlag.PhysicalMaterialMasks" is enabl ...
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 ...
Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...
Shadow artifacts will appears when the camera is moving towards a character or if playing will appears with the character if Self Shadow is enabled for the character. Sample video and image attache ...
Hang and memory spike (that doesn't go away) when you create an endless loop in AnimBP. Blueprints have a safeguard against this when you try to PIE with an endless loop, but I think the Animation ...
Macro that causes an infinite script recursion error crashes editor and produces errors in output log referring to UnrealScript. Frequency: 3/3 Crash Reporter; [Link Removed] ...