FInstancedStructs, or its TInstancedStruct sibling, can be included in a class that inherits from UDeveloperSettings. UDeveloperSettings will persist data in a configuration file. In the case of FI ...
When VSM is enabled, local light shadows don't fade even if r.Shadow.DoesFadeUseResolutionScale is true. Local shadows do fade based on resolution when using regular shadow maps (CSM). ...
Using the Horde Artifact browser browse to a folder with a lot of files in a subfolder (for example temporary artifacts that contains Engine/Binaries/Win64, see attached) and use the "Download" butt ...
Starting with UE 5.4, the Color Picker Tool no longer updates preview values in real time for certain editor windows like Niagara when working with User Parameters. This behavior is a regression fr ...
WindDirectionalSourceComponent.h has a meta edit condition that, by referencing an undefined class property (bSimulatePhysics), throws an error in the logs: LogEditCondition: Error: EditCondition pa ...
When attempting to drag and drop an actor from the Content Browser into the level viewport during PIE, the actor is not placed at the mouse cursor location if the Player Controller is attached. Inst ...
When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...
If you have Render All Cameras enabled in MRQ and are rendering a multilayer exr from a sequence that has multiple cameras edited in the camera cuts track the frames where a camera is not active in ...
Some Material Attribute blends in Material Layer Blends can cause Virtual Texture samples to be duplicated in HLSL. This can be avoided by sampling the Virtual Texture in the Parent Material, and pa ...