There are two issues when painting landscape layers.Paint: When painting between different layers, square-shaped artifacts or splotches appear.Fill Layer: The blended weights of other layers aren't ...
It is possible to add items to a replicated fast array that are not intended to be replicated to the clients. For example, FGameplayAbilitySpecContainer has a custom ShouldWriteFastArrayItem impleme ...
Once a mover character has had a skeletal mesh set as its movement base, it appears to get stuck in a desynced state after moving to a static movement base. It is only when the character's movement ...
When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...
When a parameter value is assigned on a newly created material instance (constant or dynamic) using Set***ParameterValueInternal, the parameter’s ExpressionGUID is left invalid (0,0,0,0). Parameter ...
A licensee reported precision issues with position in the gpu skin cache shaders with 16-bit real types enabled. ...
The player collision debug visualization for negatively scaled boxes is rendering the back faces, not the front faces. The debug primitives are rendered via the dynamic mesh builder. FDynamicMeshBui ...
Running the MAP REBUILD ALLVISIBLE editor command when the current map contains hidden sublevels causes a crash upon changing maps. The issue seems to be related to hidden sublevels being cleared in ...
When using Hardware Lumen with Nanite-enabled meshes in UE 5.6+, black / dark surface cache artifacts appear that result in generally darker and unstable lighting. These artifacts are not immediatel ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...