Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
Anim node functions are difficult to debug because breakpoints don't get triggered, and printing is difficult from within the function too. ...
Generated packages have to be constructed by the cooker via FGeneratorPackage::CreateGeneratedUPackage. Some fields on the UPackage are set and ICookPackageSplitter->PopulateGeneratedPackage is call ...
I think somewhere in Thumbnail Generator::Generate Thumbnail FromTexture() is applying this washout. ...
Under certain conditions, it appears that the function UPoseableMeshComponent::CopyPoseFromSkeletalComponent may crash because the BoneSpaceTransforms obtained from the source component are empty, p ...
The Fast Track icon is not displayed when there are no variables connected to the AnimGraph. This issue was not present in UE4. ...
When using a DataTable based on a structure that includes TArray or TMap, if a row is not selected, the memory usage will continue to increase. This is because in SDetailsViewBase::Tick, ForceRefr ...
When double click splines point tangent, the editor will crash. This issue related to [Link Removed], it didn't care about double-click case. Workaround: void FEditorViewportClient::ProcessDoubl ...