There is a small flicker on a looping single camera sequence where the camera doesn't move. Because the camera is static, you would not expect to see a flicker in lighting conditions. ...
When snapping for frames is turned on, dragging an anim notify state does not result to being snapped on a frame. ...
When using the ForceSuccess decorator on a Run Behavior task which also has an abort decorator, the Force Success node cannot make the task return succeeded when the abort is triggered. This means t ...
Key repeats from the OS do not affect the EnhancedInput normally, but it causes inconsistent event triggers when FlushProcessedKeys is called with holding a keyboard key down. Removing references t ...
Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This appears to be a regression issue, as the localization w ...
TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...
Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...