Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior. In the repro project provided (see addl in ...
in the past we have reported a lot of VM related bugs which got fixed over time. Unfortunately, I think we have another one. Right now we're using 5.0.3 binaries from the launcher. Now the pro ...
When importing an asset like a Texture asset using the steps mentioned in the Repro steps, the imported asset does not have the correct relative path listed under the newly-created asset's "Source F ...
The call to UpdateInstanceTransform within UInstancedStaticMeshComponent::UpdateInstanceTransformById(..) sends bTeleport in place of bMarkRenderStateDirty that was added as part of Unreal Engine 5. ...
When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...
Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...
When you call GetOuter() inside AssetUserData::PostEditChangeOwner, the Outer that is returned, is marked as "Trash". This is because the object is constructed again when an AssetUserData is added. ...
Behavior Tree (BT) services added to root nodes call the initial tick twice A BT Service with the setting "Call Tick on Search Start" enabled will execute the initial tick twice when added to the ro ...
Setting the Phase Count of a RetainerBox to 2 or more may cause other widgets within the same UserWidget to flicker. Upon investigation, we found that during frames where the flickering occurs, the ...
When maps with Color Correct Regions are streamed into another map have their visibility toggled during runtime, it will cause a memory access violation and crash the editor. ...