When a static mesh has the property Affect Indirect Lighting While Hidden enabled, toggling its visibility via the Outliner eye icon does not hide the mesh in the editor viewport. The actor remains ...
Creating a local variable inside a Blueprint Function with the same name as a replicated property of AActor (for example, “Role” or “RemoteRole”) and then using a connected Set Variable node for it ...
Context: PCGComponents on actors contains a category "Instance" that allows the user to connect a PCG Graph of their choosing to the PCGComponent which allows the Procedural Node Graph to sample the ...
Textures at an index, other than 0, cannot be sampled from a Virtual Texture Collection in a material. When using the Texture Collection and Texture Object From Collection material nodes, with a Vir ...
Path Tracing normal maps reflect light differently than Lit, and do not look accurate. Also observed in //UE/Release-5.6, CL: 45232827 ...
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 ...
We’ve run into some unexpected behavior when combining SetGamePause(true) with Level Sequences. When calling SetGamePause(true) while a Level Sequence is playing, the visuals pause correctly, b ...
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 ...
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 ...
The problem is related to the SimpleConstructionScript that executes on the BP instances after the transformer. The problem also happens at cook time as the SCS is executed when the package is sav ...