Entering an Audio Volume that has a Submix Send set to Pre Distance Attenuation and using a Convolution Reverb causes severe audio glitching. Does not occur if Send is Post Distance Attenuation. Doe ...
Registration of budgeted components with the allocator fails when running in ENetMode::NM_Client. The initialization order when running in this mode is different to Standalone net mode which ends u ...
Result : while displaying the Nanite version of the landscape, the paint layers behave erratically (see video : [Link Removed]) If rebuilding the Nanite data, the bug gets fixed until the user sta ...
Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...
HISM is generated by ConstructionScript Actor is placed on the level and navmesh is generated on top of HISM. In UE5.2, the navmesh was generated without splitting on the HISM. In UE5.3, a break occ ...
Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
Failure occurs at compile time during GC when the replacement component that we create is being destroyed. This component includes the BillboardComponent instance that's attached to the scene compon ...
Specifying which orientations the iOS app supports are not honoured correctly. ie: a landscape only game will still render in Portrait mode even when Portrait is disabled in the iOS Settings panel ...
It appears as if the primary screenpercentage is being sent as the screen size to separate translucency materials, even though separate translucency has its own screenpercentage (r.SeparateTransluce ...