Level Sequences can reference many actors, but the references are not solved if the actor is not in the same Level Instance as the one the Level Sequence is being played from, or the root level from ...
When the viewport is in Top (ortho) Lit mode the near plane clips through geometry as you zoom the view in and out. ...
The base color is brighter on Nanite meshes than non-Nanite meshes when GBuffer Format is set to "Force 16-bits per channel" (r.GBufferFormat 5) even though the meshes are using the same material. ...
The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...
Lumen's rough specular indirect lighting buffer can have fireflies along the bottom and right edges of the screen. Also tested in //UE5/Main, CL: 35177423 ...
In some occasions, engine code iterates over a certain subsystem type by calling FSubsystemCollection::GetSubsystemArray() and then calling some method on all subsystems of the returned array. This ...
In a LevelSequenceActor, binding the Sequence Player via Details Panel is not firing events related to the execution of the designated Level Sequence Asset. Manually binding on BP (pulling a connect ...
When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...
When the SetMaterialAttributes Material Expression is used without an input to MaterialAttributes, it will cause Landscape Layer Blend expressions to fail to compile if it is the only layer on a par ...
Due to a missing string in CompressionLevelNameMap in OodleDataCompression.cpp, it is possible for LevelName to be left uninitialised after parsing the compression effort, which causes a crash when ...