The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...
Modify gets called from AWaterBody constructor: WaterSplineMetadata->Reset(3); WaterSplineMetadata->AddPoint(0.0f); WaterSplineMetadata->AddPoint(1.0f); WaterSplineMetadata->AddPoint ...
Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...
If a user set the transform of a Body from the game thread and physics is running multiple async ticks perf game tick, the transforms might be being calculated incorrectly. ...
Licensee reports a difference in behaviour in instanced blueprints containing SplineComponents from 5.3 to 5.4, with respect to whether a placed blueprint containing spline component instance can be ...
When negative scaling is applied to an instance of an ISM, the instance transform is updated to apply a rotation instead. The same thing should happen when packing actors into ISMs for Packed-Level ...
UDN: https://udn.unrealengine.com/s/case/500QP000009NxNBYA0/deleteallmaterialexpressionsinfunction-doesnt-delete-all-expressions-in-one-go?fromCase=1 A UDN user is reporting that the delete_all_mat ...
There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...
When using box selection with "Box Select Occluded Objects" enabled, volumes in the box selection zone are not able to be selected. ...
From PCGVolume.cpp: PCGComponent = ObjectInitializer.CreateDefaultSubobject<UPCGComponent>(this, TEXT("PCG Component")); The Component name with a space does not support a round trip through FSof ...