The incorrect resolution is used on computers with 4k monitors that use DPI scaling (default 150%) because the default for UE projects is bAllowHighDPIInGameMode=False which results in SetProcessDp ...
If the node "Set Input Mode Game and UI" is used and the player clicks off of the widget that is focused the mouse disappears (expected), however if the player moves the cursor (now invisible) over ...
In the Material Editor, the "If" node recently received a change for an input which now registers as ">" instead of ">=". This node still reads ">=" for that input. ...
Deferred desktop renderer does not function correctly on visionOS. It did work in 5.4. One problem is the r.XRMSAAMode setting forcing 4 samples even when not using msaa, but there are other probl ...
When forward shading is enabled, particles that have materials with their lighting mode set to "VolumetricNonDirectional" will recieve shadows. Attached images provided by user. Found in 4.19 CL# ...
Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...
AMD gpus are displaying an issue with subsurface materials. Dark lines appear on the material that run through the middle of the viewport, (See screenshot attached). This was seen on AMD drivers 17. ...
Any environment with volumetric fog enabled will have a light leak which appears through objects. Found in 4.20 CL# 4369336, 4.21 CL# 4613538, 4.22 CL# 4666322 ...
When using a Blend node inside a Post Process Animation Blueprint, the editor crashes while rendering thumbnails. The crash occurs because USkeletonThumbnailRenderer attempts to draw a thumbnail wit ...