Whenever launching the UE5 Editor, it rebuilds the navmesh on the first map it opens. Reopening the same map again will not cause the navmesh to be rebuilt. It seems that the first time the map is o ...
Failure occurs at compile time during GC when the replacement component that we create is being destroyed. This component includes the BillboardComponent instance that's attached to the scene compon ...
Sometimes on the first launch of the game after install, the launch image will be a cropped portrait drawn in landscape orientation, on the left side of the screen, with the top and bottom getting c ...
Creating a MID makes the render state dirty and the engine will recreate a new scene proxy without the current attitude. This results in rendering the object in incorrect location. Here is a tempor ...
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. ...
Info from the user: "This is super basic, only just started to build the scene. I have modeled in Vectorworks 2024 Architect and imported it into Twinmotion via the export and not the live link. The ...
The Network Prediction and Mover plugins both have readme files in their plugin's root, but these files are somehow filtered out during the process of assembling a distributed build. ...
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 ...
As far as I can guess is that in the initial state of the object, the vertex normals are as they come from the DCC, but after the modeling operation they get recalculated somehow that doesn't match ...