When a commandlet is run it successfully completes but does not terminate the engine correctly. It appears that multiple requests are made to terminate the engine process these subsequent engine ter ...
When a widget blueprint is created with Enhanced Input bindings in the event graph, when it is subclassed those bindings will not work in the child. This is inconsistent with how Actors function, an ...
The 'VolumeBounds' array in FTranslucentLightInjectionCollector::AddLightForInjection is accessed as a pointer instead of with 'VolumeCascadeIndex' and thus fails bounds checks for the outer volume. ...
Overlay Materials are disabled when the Collision showflag is enabled. ...
Certain Lumen Hardware Ray Tracing CVars, when disabled in isolation, will not fall back to tracing the Global Distance Field, because the Global Distance Field is still disabled. The function "Lum ...
It is possible to experience an editor crash in 5.5.4 when the cook process generates a warning that references an asset while the editor is saving. It seems that during a save operation, the code t ...
When nanite is enabled on a static mesh, lighting contributions from Sky Atmosphere material nodes are not incident on the static mesh and no longer present in the overall lighting of the scene. Th ...
Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...
https://forums.unrealengine.com/t/usd-reimport-changes-referencers-to-transient/2421831 ...
Materials containing a cube array texture sampling node will not compile when hardware ray tracing is enabled. The shader compilation error indicates that an invalid op code was used: "Opcode Sample ...