The LightMixer window is making all scene lights visible once you toggle a single light as visible. Any light source (except SkyLight) will be turn visible once a single light is made visible using ...
ULocalPlayerSaveGame::IsSaveInProgress always returns true after the first save is requested. This is due to the return statement checking if either an error has yet to be reported or a success has ...
If in use, DPI Awareness is set after the initial window size is set. For a Windowed window, the settings are unable to restore the prior resolution settings on an application restart due to the pr ...
When using the Anamorphic Squeeze Factor on a camera on AMD RDNA3 and RDNA4 hardware, blocking artefacts may be seen depending on the extent of the blur. The peripheries of the viewport appear to be ...
Setting a Skeletal meshes collision preset to CharacterMesh introduces problems with spawning and teleporting a pawn driven with Mover. ...
Destroying a welded actor is causing an Array index out of bounds crash on 5.6. The licensee has provided a repro project that reliably causes a crash whenever the spawned actor is destroyed. There ...
From file [Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\AABBTree.h], function Chaos::TAABBTree<>::GetAsBoundsArray(): bool GetAsBoundsArray(TArray<TAABB<T, 3>>& AllBounds, int32 NodeIdx, i ...
Class UText3DComponent from the "Text 3D" plugin contains a "FText Text" member which must be set through a SetText() function to correctly update the component's internal state. Up to UE 5.2, "Tex ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change. ...