Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...
Shader symbols are not generated for the Windows platform. Attempts were made to set the r.Shaders.Symbols=1 value in the projects DefaultEngine.ini, the engines ConsoleVariables.ini and the engine ...
FVirtualTextureBuiltData::GetNumMips() can return 1 fewer mip than it should due to a potential clamping issue at the end of FVirtualTextureBuilderDerivedInfo::InitializeFromBuildSettings() where it ...
OnComponentWake Event does not trigger when the physical body is awoken by a Force. The steps described on Steps To Reproduce is enough to replicate this behavior. The OnComponentWake event is only ...
When disabling Occlusion Culling, Components will not have their Last Render Time updated. ...
EA Motive has run into a crash when using the hair card generator plugin. A missing DLL is preventing them from creating hair cards according to the initial investigation from their engineers. More ...
First Person Scale and First Person Field of View on camera components do not apply to the depth prepass when rendering First Person View meshes, leading to a mismatch between the depth pre-pass and ...
In UE 5.5, when the user attempts to save the level blueprint of a world-partition map, the Editor crashes if the BP contains any node with an input pin of type "Gameplay Attribute Structure", as lo ...
Do not show the last index in the preview mesh display of the CameraRig_Rail actor. The reproduction test case generates a ring of rails, but only the last index is not displayed. Recommended Cod ...
Using ANavLinkProxy's smart link but removing all of the simple links results in warnings in the logs for invalid bounds. The smart link is not set to be enabled until after the navigation element i ...