In a static lighting environment, moving static objects no longer marks the built lighting as invalid. This prevents the on-screen warning from appearing. Regression introduced in CL: 25964466 on / ...
An imported file that resides within the project's folders gets a relative path. That path is not updated it you copy the uasset to another folder, so from the location of the new asset's the relati ...
When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...
When the Lit > Actor Coloration > Affects Navmesh or other Actor Coloration mode is used, Nanite meshes apply lighting differently than non-Nanite meshes which can make it difficult to use the Actor ...
The Material Instance UI doesn't show the correct parameter values when the logic is moved from the material graph into a material function used in that material graph. Example setup showing the wr ...
In some situations, a Blueprint can become devoid of an Event Graph, or be created without one from the start. For example, function "FKismetEditorUtilities::CreateBlueprint()" in UE 5.4 does not ca ...
Linked Asset trees do not transition correctly to Tree Succeeded if using an On Tick transition. The Debugger shows that the transition is triggered repeatedly but no state change occurs. Instead, t ...
In a scene without a sky sphere, increasing the skylight intensity will cause the sky to brighten in the pathtracer. Other renderers do not brighten the sky, and the intensity increase is applied on ...
When a realistic sun Lux value of 20,000 for the sun directional light, interior light leaking is much more pronounced then when using the default directional light Lux value of 10 Lux. ...
This behaviour was working correctly in version 5.3. This issue happens inside an InputMappingContext DataAsset from the EnhancedInput system. We need at least two mappings entries. One of the entri ...