Unreal Engine 5 Early Access 2 is now live! This hotfix resolves over 30 issues in the UE5 Early Access release.
If you experience a bug, please follow the How to Report a Bug guide to report it on the Bug Submission Form .
Fixed in UE5 EA 2
Issue | Summary |
---|---|
UE-116753 | Regression in Root Motion in UE5 Early Access |
UE-114994 | [Metasounds][Trigger Counter] - Trigger Counter resets to 0 instead of 1 when using Reset Count |
UE-114996 | [Metasounds][Generator] - Pink Noise Generator not generating full frequency spectrum |
UE-115663 | [UE5 Main][AncientGame] - Crash when exiting PIE during robot battle |
UE-117209 | Echo Walk_Fwd animation doubled in length, missing footstep notify sounds |
UE-117451 | GitHub 8124 : [UE5 - Fix cooking when MetaSound plugin is enabled |
UE-117680 | importing 24 bit audio fails to properly import |
UE-116916 | [Crash Report] UnrealEditor-Core!FNameBatchLoader::Load() [UnrealNames.cpp:3493] |
UE-117236 | Ensure can freeze the Editor for 30+ seconds |
UE-116689 | Creating a new project based on VR template requires user to compile DDC with installed engine |
UE-116128 | TM-Shadermodels hits Ensure when launching |
UE-116410 | QA-Promotion throws an Ensure during Launch On |
UE-116932 | [CrashReport] UnrealEditor-TargetPlatform!FTargetPlatformManagerModule::GetRunningTargetPlatform() [TargetPlatformManagerModule.cpp:383] |
UE-115375 | Launch on Android and launch packaged game on Android fail with Assertion failed: IsInRenderingThread() |
UE-116619 | Crash when opening Valley of the Ancient |
UE-117138 | Setting Lumen to use ‘Global Tracing’ breaks Lumen Hardware Ray Tracing |
UE-116720 | [CrashReport] UnrealEditor-Chaos!Chaos::FConvexBuilder::BuildInitialHull(Chaos::FConvexBuilder::FMemPool &,TArray<Chaos::TVector<float,3>,TSizedDefaultAllocator<32> > const &) [CollisionConvexMesh.h:885] |
UE-116972 | [CrashReport] STreeView<TSharedPtr<FGeometryCollectionTreeItem,0> >::Tick |
UE-115064 | Crash when Closing Chaos Destruction Demo |
UE-115626 | Apex Destructible meshes are disappearing at certain distances during Runtime. |
UE-117396 | [CrashReport] UnrealEditor-ApexDestructionEditor!FAssetTypeActions_DestructibleMesh::ExecuteCreateDestructibleMeshes(TArray<FAssetData,TSizedDefaultAllocator<32> >) [AssetTypeActions_DestructibleMesh.cpp:54] |
UE-116704 | [Crash Report] UnrealEditor-Slate!SSplitter::OnPaint(FPaintArgs const &,FGeometry const &,FSlateRect const &,FSlateWindowElementList &,int,FWidgetStyle const &,bool) [SSplitter.cpp:229] |
UE-117383 | [CrashReport]UnrealEditor-PlacementMode!SPlacementAssetMenuEntry::OnMouseButtonUp(FGeometry const &,FPointerEvent const &) [SPlacementModeTools.cpp:491] |
UE-116918 | [CrashReport] LoadPackage(UPackage *,wchar_t const *,unsigned int,FArchive *,FLinkerInstancingContext const *) [UObjectGlobals.cpp:1462] |
UE-117392 | [CrashReport] UnrealEditor-ContentBrowser!SAssetView::HandleItemDataUpdated(TArrayView<FContentBrowserItemDataUpdate const, int>) [SAssetView.cpp:4382] |
UE-117403 | [CrashReport] UnrealEditor-StaticMeshDescription!FStaticMeshOperations::ComputeTangentsAndNormals(FMeshDescription &,EComputeNTBsFlags) [StaticMeshOperations.cpp:1374] |
UE-116677 | Editor doesn’t correctly detect if the engine is vanilla or not |
UE-116707 | [CrashReport] UnrealEditor-LevelEditor!FViewportClient::InputKey(FInputKeyEventArgs const &) [UnrealClient.h:851] |
UE-116938 | [CrashReport] TBaseSPMethodDelegateInstance<0,FLandscapeEditorDetailCustomization_NewLandscape,0,FReply ,FDefaultDelegateUserPolicy>::Execute |
UE-117378 | [CrashReport] UnrealEditor-LandscapeEditor!FLandscapeImportHelper::ChooseBestComponentSizeForImport(int,int,int &,int &,FIntPoint &) [LandscapeImportHelper.cpp:324] |
UE-117388 | [CrashReport] TArray<FTransform,TSizedDefaultAllocator<32> >::ResizeGrow |
UE-117401 | [CrashReport] UClass* CastChecked<UClass, UObject> |
UE-116726 | Allow World Partition cell selection / manipulation with single-click |