When using SVN, when deleting an asset in Unreal Editor and replacing it with another asset, the checkout fails and the references connected to the previous asset are broken. ...
From licensee: "[...] it seems that regardless of our settings and how far away the control spline is from the landscape edge, one corner of the landscape will always be impacted by the falloff and ...
When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...
Material Functions cannot output Texture Objects or Booleans. This seems to be because the Material Editor believes that the outputs are Floats, and forbid connections to inputs that take Textures ...
Changing the Global Time Dilation to a very small value and returning it to a large value (by either using the slomo console command or directly in BP - slomo sets TimeDilation) makes Physics simula ...
Shadows on the surface of SingleLayerWater are heavily pixelated, and don't appear to use bilinear filtering at all. Also tested on //UE5/Release-5.5, CL: 36481335 ...
From Licensee Spline generation tool no longer triggers the construction script We recently updated from Unreal 5.3 to 5.4 and our level designers are having an issue with the spline mesh generatio ...
In FMaterialInstanceEditor::RefreshOnScreenMessages, there is a check for sRGB on Normal and Mask samplers. The issue is the check uses a TextureCompressionSettings enum cast to EMaterialSamplerTyp ...
In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...