The Swarm binaries are missing from Engine\Binaries\DotNET in the 5.7 Preview launcher version of the engine. This causes any lighting build or precomputed static visibility builds to fails due to t ...
The problem is related to the SimpleConstructionScript that executes on the BP instances after the transformer. The problem also happens at cook time as the SCS is executed when the package is sav ...
When adding a spotlight to the scene it does not correctly use cached virtual shadow map pages when the spotlight overlaps a mesh using WPO. This can be most easily observed by entering 'Cached Pag ...
Reported in SF [Link Removed] In videos containing multiple parts, the cumulative time indicator that shows the full length of the video no longer works correctly and will incorrectly display a len ...
When a client disconnects/unpossesses a mover character, the character's Network Prediction Component will re-configure itself now that it does not have a net connection. However, this handling will ...
We have found an issue where children of editor-only actors get wrong transforms in PIE and cooked builds when placed inside level instances. This affects both engine version 5.5 and 5.6. The issue ...
The sim morph import has been broken after a change to make it work for cooked assets. Ticking the Import Sim Morph Targets checkbox crashes as soon as a skeletal mesh with morph target is specifie ...
The raster bin debug colors are not always consistent when a static mesh and spline mesh are present ...
When we reimport our skeletal meshes with updated FBXs, the resulting skeletal mesh is scrambled up. See Scrambled.jpg attached. This does not affect every single reimport but happens randomly. W ...
Context: GameUserSettings stores user settings for a game, for example graphics and sound settings. The Scalability settings provide a way for to adjust the quality of various features in order to m ...