Context TOptional<T> is a wrapping struct around a type, that lets the property have an set and unset state, in addition to the property's value when set. It is editor exposed: designers can open b ...
Some components continue to dirty the navigation state even if bCanEverAffectNavigation is unchecked. Behavior appears very similar to an existing bug, [Link Removed] ([Link Removed]), which invol ...
"UPrimitiveComponent::bStaticWhenNotMoveable"'s category is set to Lighting, not Physics. This causes it to be hidden when lighting-related properties are hidden, even though it controls physics sta ...
When renaming or duplicating a LevelVariantSets asset that contains a Director Blueprint, the internal DirectorClass reference becomes mismatched. Although the DirectorBlueprint pointer updates corr ...
In Unreal Engine 5.5 and earlier, users could select “None” as the Preview Game Language in the Editor Preferences. Starting from UE 5.6, this “None” option is no longer available. Based on source ...
Lumen Reflections can leave black spots in chrome materials with strong normals. Also tested on UE 5.5, CL: 41545209 and UE 5.6, CL: 45232827 ...
The Swarm binaries are missing from Engine\Binaries\DotNET in the 5.7 Preview launcher version of the engine. This causes any lighting build or precomputed static visibility builds to fails due to t ...
Context: When editing SplineComponents in the level viewport, right clicking a spline point has a context menu action "Snap to nearest spline point". Problem: The problem is, Snap to nearest spline ...
When adding a spotlight to the scene it does not correctly use cached virtual shadow map pages when the spotlight overlaps a mesh using WPO. This can be most easily observed by entering 'Cached Pag ...
When a client disconnects/unpossesses a mover character, the character's Network Prediction Component will re-configure itself now that it does not have a net connection. However, this handling will ...