Our character is using the Pose search setup from GameAnimation content example. The architecture of the system is most the same with some new function that account for some input difference and sp ...
The AnimToTexture plugin generates an animated texture that results in a stutter when the animation loops. This looks to be related to the code in UAnimToTextureBPLibrary::AnimationToTexture which ...
Copying Gameplay Tag Queries (FGameplayTagQuery) in the editor uses transient instanced object paths, so will no longer be valid when the data is unloaded, making it difficult to save or share queri ...
We are seeing TPose issues when swapping between EDL shots on skeletal mesh actors. We have spawned skeletal mesh actors added to a Level sequence that are set to use an animation blue prints which ...
In Unreal 5.6, there's a new CVar: r.DOF.TAA.CoCBilateralFilterStrength, which should help with ghosting artifacts introduced by TAA in DOF passes. However, it doesn't work as expected since many gh ...
When using Runtime Virtual Textures (RVT) on landscape in UE 5.5+, nearby tiles may remain blurry (low-resolution mips) after launching PIE or making large camera jumps (e.g. via bookmarks or viewpo ...
When we changed the resolution in the config, if you open a map and then look at the navmesh, the resolution it shows is the updated one from the config (assuming you haven't overridden anything) ...
When the r.Lumen.ScreenProbeGather.TracingOctahedronResolution is not a power of 2 or LumenFinalGatherQuality in a Post Processing Volume is set to a value such that the TracingOctahedronResolution ...
A FindObjectFast call may return a pointer to an object marked as garbage. The use of that function in FObjectReferenceCache::ResolveObjectReferenceHandleInternal as well as FNetGUIDCache::GetObject ...
Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...