It seems that when comparing the custom versions for a replay (in the "operator<<" defined in ReplayTypes.cpp), the value retrieved from the FCurrentCustomVersions is not the value set at runtime, b ...
Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...
WaterBodyCustom seems not to work with Distance Culling settings on its own actor, either Draw Distance/Never Distance Cull or Allow Cull Distance Volume. It only can be controlled by the CullingD ...
The Make Bitmask node uses the flag index rather than the flag mask value unless the enum has the UseEnumValuesAsMaskValuesInEditor meta specifier. UserDefinedEnums in the editor don't support this ...
Deadlock in Chaos during PIE; the main thread is in USkeletalMeshComponent::HandleExistingParallelEvaluationTask waiting for a task to complete, and a worker thread is running that task and is in US ...
A cube constrained to a physics actor will start to jitter uncontrollably when interacted with. (see attached media and repro steps for more details) Tested in the following //UE5-Release-5.3-CL ...
The OutHit from a LineTraceByChannel against a landscape in Editor is not returning the Physical Material of that landscape. While PIE there is no issue. While using BoxTrace (even in Editor) there ...
Property Coloration View Mode is not supported by Nanite. (Left cube is Nanite and isn't affected by the Property Coloration view mode) [Image Removed] ...
The background around a mesh moving via WPO is distorted. Mesh is correctly outputting velocities. ...