In 5.5, there is a regression with baked lighting where static lights become stationary lights when a level is hidden and then made visible again. This happens in packaged builds and shows up as sta ...
Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder n ...
We are building levels where we spawn in Level Instance actors at runtime that have World Partition enabled into a Persistent level that also has World Partition enabled. What we have noticed though ...
When using non-Lumen lighting and Screenspace reflections off, the skylight location overrides the Reflection Capture location during Build Reflections. This results in a Reflection Capture taken fr ...
If you have an Animation Notify State and set it up on an animation to start at the exact beginning of the anim sequence and finish exactly at the end (I have attached a picture of this). It doesn't ...
In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...
Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...
In the Enhanced Input System, when using a UInputTriggerChordAction to define a chorded input (e.g., Shift + W), the automatic chord blocking system (UInputTriggerChordBlocker) only functions correc ...
Context The showFlag.CollisionVisibility 1 cvar is a viewport visualization mode that highlights which Actors will block visibility. The showFlag.CollisionPawn 1 cvar is a Player Collision viewmode ...
Encountered an issue where local lights appear to be broken when baking lighting with GPU Lightmass. See screenshots attached. Tested regression in //UE5/Release-5.5 @ CL40574608 and the issue does ...