Parameters attached to the input of a Vertex Interpolator Material Expression are visible in the Material Instance, even if the output of the Vertex Interpolator Material Expression is not connected ...
The bug only happens when the ChildActorComponent is added to the BP after placing instances and saving the world. Adding the ChildActorComponent after this will result on the name of the child acto ...
When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...
The UE_EXPERIMENTAL macro is not used correctly in InstancedSkinnedMeshComponent.h. It should come after the 'class' keyword & before UInstancedSkinnedMeshComponent as specified in the documentation ...
The UMG editor allows us to add a Material Parameter Control track to an animation. This track makes it possible to animate parameters used in a material. Designers can scrub the timeline and previe ...
In UE 5.7.2, when moving a Landscape Component to a sub-level using Landscape Mode > Manage > Move to Level, the proxy transform is not synchronized with the root Landscape when the KeepWorldTransfo ...
Loading a world partition cell containing dense foliage (30k+ instances per cell) causes spikes on lower end hardware of up to 10-15ms and can observe spikes of 2-5ms on high end hardware too primar ...
When connecting to the server, if the client activates some local cells while the connection is still pending, ULevelStreaming::IsConcernedByNetVisibilityTransactionAck will return false. In this ca ...
Currently, we detect whether an anim instance is supported by the skeletal mesh and, if it isn't, unreference the instance, but we don't error or warn the user that this happened. This leads to conf ...
An unusual interaction has been found when using automatic navlink generation combined with Dynamic Modifiers Only navmesh generation. When an nav area is modified in a tile that contains an automat ...