When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
When loading a static mesh asset created in an old version of Unreal (e.g. 4.10), all LODs have their Screen Size property set to the same value (approximately 1.5). This happens because the static ...
A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up). The licensee has provided his analysis: Description: Level instance created in UE5.5 and re-saved ...
The ctor of FD3D12BindlessResourceManager implies that GPU heap activation is intended to occur lazily with ERHIBindlessConfiguration::RayTracingShaders, however any call to FD3D12BindlessResourceMa ...
The licensee noticed that in Development builds, the Render thread times are suspiciously similar to GPU times, and the same thing happens when enabling FORCE_USE_STATS in Test configuration. The is ...
There are two issues when painting landscape layers.Paint: When painting between different layers, square-shaped artifacts or splotches appear.Fill Layer: The blended weights of other layers aren't ...
Reflections do not receive SkyLight leakage contribution from a static SkyLight when static lighting is disallowed. This is caused by the function UpdateSkyIrradianceGpuBuffer checking if the SkyLig ...
Create an asset containing a RetainerBox in UMG, then add the created UMG to the viewport using AddViewport. Running MRQ after this causes a crash. ...
It is possible to add items to a replicated fast array that are not intended to be replicated to the clients. For example, FGameplayAbilitySpecContainer has a custom ShouldWriteFastArrayItem impleme ...
When a keyframe is added to a track in the Sequencer, undoing the operation correctly removes the keyframe, but it also unselects the actor. This becomes especially inconvenient when multiple actors ...