Currently this workflow fails to generate in mutable, but using static paramters for textures do work. ...
As indicated in the repro steps, we have a StaticMesh asset that, for some reason, has a mismatch in their serialized bulk data where:MeshDescription->GetNumUVElementChannels() == 2FStaticMeshConstA ...
Editing Custom Primitive Data values in the details panel of a placed BP actor with a Skeletal Mesh component does not reflect in the Editor viewport. ...
Context: FMaterialPSORequestManager::PrecachePSOs() is called at runtime when an asset utilizing a material is loaded. This occurs during engine init, travel, and when any async or synchronous load ...
Hit testing for widgets contained within a RetainerWidget does not correctly account for rotation applied via render transforms . While the content renders with the expected rotation, hover and clic ...
Context UEditorEngine::OnAllPIEInstancesStarted() is a virtual function that gets called when launching Play-in-Editor. It can be overridden if the game project chooses to introduce a subclass of U ...
Display DrawDebugSphere at the DefaultPawn's positionSet bConstrainAspectRatio=true on the DefaultPawn's CameraComponent Setting bConstrainAspectRatio=true in CameraComponent causes DrawDebug renderi ...
UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs. For actors that are persisted partway through a seamless ...
When a Level Sequence’s Camera Cut track with When Finished = Keep State is played, the “original state” is persisted into the PreAnimatedStorage array inside FPreAnimatedCameraCutStorage. From the ...
Starting with Unreal Engine 5.7, specular reflections on clearcoat Materials are less pronounced. Unreal Engine 5.5 tests performed on //UE5/Release-5.5/, CL: 41545209 ...