Children of retainer widgets have improper clipping, causing any widgets set to "Clip to Bounds" to clip incorrectly. This may also affect hit testing in cases where multiple retainer widgets are ne ...
The following worka round works :float SLevelViewportToolBar::GetTransformToolbarWidth() const { ... #if 0 // float ViewportToolBarWidth = static_cast<float>(GetCachedGeometry().GetLocalSize(). ...
A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
Licensees have reported crashes being triggered while the engine is resolving debug markers for an Nvidia Aftermath dump. This makes it difficult to properly investigate crashes ...
I am filing a Jira for this at the request of [Link Removed] to see if it can be made into a hotfix. It has been reported on the forums and UDN that textures render black. See the Slack thread her ...
The automatic landscape layer assignment that is performed when using "Create Layers From Assigned Materials" just uses the first layer info it finds with the layer's name, which leads to maps refer ...
When importing FBX files using the Interchange and legacy import with Force Front X Axis enabled, the transforms of the bones in the imported FBX models will not match. ...
The GPU crashes after the ray tracing geometry builder attempts to create a shader resource view with an invalid offset. ...