Context The Visual Logger is a powerful debugging tool to create and record visual representations, and allows people to review the data. Problem The problem is that it does not record things don ...
When a foliage actor contains instances of Nanite and Non-Nanite meshes, the Nanite meshes don't get a selection outline when the actor is selected.[Image Removed] ...
When doing a static mesh to skeletal mesh conversion where the source object is an OBJ, if recompute normals or tangents is on, then the resulting normals and tangents will be broken. ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...
WaterBody Actors will cast static shadows in built lighting even if their Cast Shadow options are disabled. ...
In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...
LOD0 for some Nanite Skeletal meshes is used for ray tracing scenes on some platforms because some FSkinnedSceneProxy are incorrectly considered "always visible" ...
The GPU crashes after the ray tracing geometry builder attempts to create a shader resource view with an invalid offset. ...
Can be mitigated by reopening the Level. There is a repro project provided by the licensee on the case ticket. ...
The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...