Box select always selects skeletal meshes in ortho viewports, even when not touching the actor. Switching on Strict Box Selection fixes it as a workaround. ...
A crash can occur in FMediaPlayerBase::TickPlayer in Shipping builds. This is because FMediaPlayerBase::NativePlayer is not a thread-safe shared pointer. The fix is to make it ESPMode::ThreadSafe. ...
Continuation of [Link Removed] Previous ticket addressed the crash. However, it didn't fix the FScoedLevelCollectionContextSwitch to allow for demo commands to be run from Execute Console Commands. ...
Retarget source doesn't affect DDC key, so it causes incorrect result. Changing the anim sequence DDC key generation to include it fixes this issue. ...
Events in subscenes can be skipped if playback skips over the end of the subscene before evaluating the event. ECS allows for determinism fences which can fix this issue. ...
The fix for FURY-149 reinitializes the anim bp whenever the animation section restores state, it may only be necessary to reinitialize it if the skeletal mesh changes. ...
This is an interesting bug because it is only happening on BeginPlay. I guess that there is some order of operations that the camera manager uses during creation that will stop if the game is paused ...
There was no problem in UE4. It can be fixed on UE5 by the following workaround.console command 'r.Editor.Viewport.MaxRenderingResolution' set 'Realtime off' on viewport ...
When using the legacy fbx importer with time zero option to true the skinning is good. So its a regression. Would be awesome if it can be fix in 5.5.1 ...
This user made a github pull request: [Link Removed] but it was auto rejected. I think that we can consider taking their fixes, but keeping it disabled by default. ...