Substrate's coverage node doesn't seem to cull masked pixels of unlit emissive slabs. This is an important optimization when using masked unlit particles. When using a lit slab, the instructions for ...
From the linked EPS case: ---------------------------- In UE 5.7 there were some changes to how Enum member names are stored. This change introduces an assert when cooking using the Editor Debug e ...
Context: Blueprint classes can use Instanced/EditInlineNew object property specifiers to create and edit subobjects directly in the editor. Problem: If a child blueprint class has an Instanced/Edit ...
Received a report of persistent stutters in the editor when trying to navigate in the viewport, including asset editor viewports like the Skeletal mesh editor and control rig editor. Hardware used ...
Context: Continuous Collision Detection (CCD) is being used on a Chaos Vehicle to avoid tunneling issues with certain surfaces as it prevents any missed collisions between fast moving particles and ...
The DynamicSubobjectInstancing and NonNativeInstancedSubobjects automation tests fail. ...
StateTree appears to keep an incorrect reference to the event from the source tree rather than re-establishing the property binding to the new tree's event. This happens when copy/paste of the state ...
If a skeletal mesh has a section disabled the ray traced shadow will flicker when the camera or itself moves. Previously in 5.6.0 no raytraced shadow would appear if a section was disabled. This wa ...
It is currently not possible to set a VirtualTextureStreamingPriority via the TextureLodGroups that are defined in a device profile. ...
The licensee identified a number of cases where loading assets will trigger convex hull generation warnings:If the first 3 verts in the set are colinear (in which case IsPlanarShape() returns true b ...