If this is just a display issue, it's still fairly significant because a tolerance of 0 and anything else are very different. I have not confirmed if it's only display or if the comparison is actual ...
Shadow casting is still considered when the lighting intensity has been set to 0. This is a regression in performance from 4.12.5 where a lights intensity that was set to 0 would not be considered ...
The FVector::Normalize function states in its comment that if given a vector that is too small to be normalized, it will set it to 0,0,0 and return false. The function only returns false and does no ...
Actors destroyed are set to 0,0,0 for one frame, which causes collision temporarily before they are completely removed. This only occurs on objects that are attached to a component using the attach ...
Rapidly changing the End Time on an asset that has TotalSamples=0.0 in the WaveFormEditor cases the editor to crash. Work around is to reimport the asset, which will restore that value. The crash hi ...
The actor position node no longer returns the actor position for the decal actor. ...
Overlap functions of child actor components run when spawned without overlap if player is at 0,0,0. It registers all "other actors" as cast successful even when the actor cast to is not the actor's ...
Reported on the dev forum, drag-drop widget is broken in the 5.1 Preview.https://forums.unrealengine.com/t/unreal-engine-5-1-preview/662523/221 Anyone else having problems with UUserWidget::SetPosi ...
When alt dragging a skeletal mesh with another actor attached to a socket the relative position of the attached actor will be set to 0,0,0. The relative offset for the copied attached actor appears ...
Chris found a bug where if you set Multi, ETC2 and PVRTC will select ES3.0 as minimum texture instead of ES 2.0 ...