Using time scale in the subsequences leads to mismatch between rendered image and editor view. This makes it hard to related the content to each other. ...
When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...
When a sufficiently large object casts shadows near the Directional Light's Dynamic Shadow Distance range, the VSM pages are inconsistent in their shadowing - some will choose to shadow per-pixel, w ...
Parameters attached to the input of a Vertex Interpolator Material Expression are visible in the Material Instance, even if the output of the Vertex Interpolator Material Expression is not connected ...
Reported in SF [Link Removed] Starting in TM 2025.2, when creating new images or panoramas, a new View Set is created with each new image or panorama. These View Sets will not have any names and ca ...
With dormancy disabled, it seems that actors marked as dormant are not registered as expected with Iris. Even if the actor is woken up or flushed before making changes to its properties, the client ...
The bug only happens when the ChildActorComponent is added to the BP after placing instances and saving the world. Adding the ChildActorComponent after this will result on the name of the child acto ...
When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...
Nanite meshes only cast virtual shadow maps and do not cast any distance field shadows, regardless of the distance of the shadow casting mesh to the camera. ...
The UE_EXPERIMENTAL macro is not used correctly in InstancedSkinnedMeshComponent.h. It should come after the 'class' keyword & before UInstancedSkinnedMeshComponent as specified in the documentation ...