Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...
When placing an instance of ALyraCharacterWithAbilities on the map on the boundary between world partition cells, it fails to take damage in PIE. The expected attribute sets (HealthSet and CombatSet ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
Using the Quit Editor blueprint node crashes the editor when used, instead of exiting cleanly. Closing the Content Browser prevents the crash from occurring, however. ...
Note: This issue also affects MetaSound Patches and any Members Menu List Repro Rate: 5/5 Regression marked as No: issue was seen in 5.2 and 5.1 UE5+Release-5.2-CL-26001984 UE5+Release-5.1-CL- ...
Adding a startup movie to a Lyra Starter game project will cause a crash in a packaged build. Full callstack is attached ...
Sometimes GPU ribbons will link between one another like this, checking in the debugger you can see that the RibbonIDs are different. [Image Removed] ...
When setting properties and saving simulation changes, EditorUtilities::GetEditorWorldCounterpartActor and EditorUtilities:GetSimWorldCounterpartActor functions seem to get the wrong actor. Actors i ...
Spawning Editor Utility Widgets via Spawn and Register Tab and Get ID inside another widget creates unbounded length IDs that get progressively longer with each subsequent spawn, as the ID is append ...