When using a Translucent or Modulate blend mode decal, the underlying shadow may become visible with VSMs, RT Shadows, and with the Pathtracer. When no normal is applied and a sphere is used to tes ...
Calling UStaticMeshComponent::GetMaterial() during a Blueprint compile on load can cause the Material shader to fail to compile because GetMaterial will trigger a PostLoad call on that Material and ...
Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnim ...
Overriding CreateSceneProxy function from PrimitiveSceneProxy for a custom class no longer renders in 5.4 even though the same code is working in 5.3. ...
When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...
Geometry that has its "Shadow Cache Invalidation Behavior" set to "Static" will still draw in the dynamic shadow cache when it is experiencing WPO ...
LocalHeightFog actors placed in levels for 5.3 projects are invalid and not appearing in levels after the project is upgraded to 5.4. This is likely due to LocalHeightFog being renamed to LocalFogVo ...
A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset. The issue i ...