LiDar point clouds are failing to render when saving and relaunching the project This issue is occurring in //UE5/Release-5.3 @ CL 26560699 This issue is occurring in //UE5/Release-5.3 @ CL 2600198 ...
Cascaded shadows disappear at some FOVs when far from the world origin. This behavior was not present in 5.2. Also found in CL: 32690246 in Release-5.4 ...
GetTriggerEvent() in a function bound to an enhanced input action in C++, returns "Triggered" when bound to the "Started" trigger event. ...
When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...
We have a level with foliage meshes that has been placed via the foliage system. We want to place these into HLOD Layers so that we can disable nanite, and thus enabling the imposter LODs at a dista ...
When playing in editor, if you fire your weapon at a trigger volume, the projectiles will bounce off of the volume, regardless of the fact that the collision is set to Query Only. This collision als ...
If the -opengl4 command is used while launching the editor it will cause the viewport to go black if something in the level is selected or while using RMB to look around the level. ...
The first selection of Enums within a struct array do not properly pouplate the table within a datatable (see attached image datatableEnum1). Any other selection populates the datatable, however it ...
Currently, PreviousDesiredLoc and PreviousArmOrigin are not updated when the world origin is updated, which causes camera lag to snap the camera to its new position instead of smoothly transitioning ...