Note: This worked correctly up to UE 5.4, but repros from UE 5.5 up to mainline latest. If a Niagara Emitter is set up with "Spawn Burst Instantaneous" on time 0.0, and the spawned particle(s) have ...
A licensee has reached out via EPS about a texture loading issue they are having in-editor. I summarized the most important points below:The issue relates to texture load failure associated with mat ...
This crash repros from at least UE 5.3 and up to latest. The following assert is hit: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 1067] Array index out of bounds: 0 in ...
Building lighting via commandlet and via editor are giving different results. To prevent one method from polluting the other via Swarm cache, the cache needs to be cleared in between tests. ...
When the structure is used as a key for Map in Blueprint, Edit Conditions does not work properly. It will be updated when you move the focus to a different location(ex. a component) and click the v ...
Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...
TSR (and TAA) does not converge when interacting with the color grading widget, but while keeping the mouse still. This makes it real-time previews more difficult. The expected behavior would be tha ...
Beetles no longer swarm on demo station mesh (only on the ground underneath), and beetles walks inside the head mesh more often than they did in UE4. ...
Changing to the perspective camera from a locked camera calls FLevelEditorViewportClient::SetActorLock I'm not sure exactly why it sets the camera to the cached pilot transform and then sets it bac ...
Since Unreal Engine 5.5 stationary lights have stopped working with GPU Lightmass when using Cascaded Shadow Maps. With Virtual Shadow Maps enabled on the project, GPU Lightmass works. This issue d ...