Encountered an issue where local lights appear to be broken when baking lighting with GPU Lightmass. See screenshots attached. Tested regression in //UE5/Release-5.5 @ CL40574608 and the issue does ...
TSR (and TAA) history accumulation gets reset when taking viewport screenshots or when clicking on an empty area in the outliner (when a tree item is selected). This can cause an undesirable issue w ...
Hi, I also ran into an issue when exporting a skeletal mesh that has multiple sections that all share the same material slot. It looks like the index buffer that's constructed is incorrect. In GLTF ...
When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
In the skeletal mesh serialize method, we rebuild the ref skeleton for the mesh via this call:GetRefSkeleton().RebuildRefSkeleton(GetSkeleton(), bRebuildNameMap); So there's a dependency on the ske ...
When adding replicated subobjects to the registered subobjects list, you can set replication conditions to control how the subobject is considered for replication. Without Iris enabled, a COND_Initi ...
Classes that inherit from FTickableObjectBase are added to the tickable queue by the QueueTickableObjectForAdd function during their construction (see FTickableGameObject::FTickableGameObject). At t ...
When reimporting a static mesh asset before PIE execution, the value of bAllowCPUAccess is false. If reimporting a static mesh asset while PIE is running, the value of bAllowCPUAccess is true. In a ...
Context: The Interchange Framework is Unreal Engine's import and export framework. When importing a mesh without collision, collision can be auto-generated. Problem: The problem is when importing s ...