This is more of a feature request than a bug. From a UDN customer. The output from the simulation to the game thread does not include the force that has been applied at each wheel. It would be pref ...
FLowLevelMemTracker::TickInternal() the ELLMTag::Total (and therefore ELLMTag::Untracked) memory amounts are calculated based only on the result of FPlatformMemory::GetStats(), which on the Windows ...
When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984 The editor crashes when a physics asset of an animation with rigid body collides with geometry collection. ...
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 ...
Target Point Actors are changing location when in a World Partition Map within a Shipping Build. This does not occur in Non World Partition Maps. The name of the Asset also changes when in a World ...
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 ...
From the UDN licensee: I put together a draft PR of something that should work. As I mentioned in the PR, this works as expected with one caveat; in SPinComboBox::Construct we are hardcoding the to ...