StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...
Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...
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 ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...
When the Cinematic Prestreaming plugin is used to generate and cache Virtual Texture Feedback requests, they work when played back in Unreal Editor. A Licensee has reported that they do not improve ...
There is a bug inside Unreal Editor when selecting "Browse to Asset" for a Packed Level Actor. Right clicking the Packed Level Actor, all the asset options appear. If you click the "Browse to Asse ...
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 ...
In [Link Removed], it mentions that only the instance in the editor viewport supports switching to Simulate In Editor when running multiple instances in PIE. However, rather than showing that instan ...