Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears that it's not allowed to schedule mo ...
Light sources which have the source length attribute set to a value greater than zero seem to be leaking light through occluding geometry (see the image below and repro project). Moving it away from ...
Starting with Unreal Engine 5.4, the logic for adding ISM instances by adding ISM components in the Construction Script (like below) has failed. [Image Removed] This issue accidentally was introd ...
It appears that the landscape painting tool is not correctly taking into account deleted landscape sections, resulting in artifacts inside of the weight textures. ...
When "Sequencer.ThreadedEvaluation.AllocationThreshold 8" is initiated, characters in a level sequence that have “Swap Root Bone Actor” activated on their animation will begin to slide very fast acr ...
In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...
When adding an entry to a TMap using UE's property editors, in most cases the new entry comes with a default-initialized key (if such key already exists, the insertion fails). The case of a UENUM de ...
With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...
Geometry that has its "Shadow Cache Invalidation Behavior" set to "Static" will still draw in the dynamic shadow cache when it is experiencing WPO ...