There are options on both landscapes and HLOD layers that when enabled, performs the culling of invisible HLOD vertices (parts of HLOD meshes ending up below the terrain). The option works fine w ...
A character standing in a base will match its velocity to the base's velocity. If that character jumps into another base its velocity will be added to the new base's velocity and the character will ...
In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...
A licensee is reporting a crash (or rather a check fail) in Sceneview.cpp which happens with when a SceneCapture2D is used with DLSS enabled. He has a fix, and wants to share it with us for integrat ...
The call to UpdateInstanceTransform within UInstancedStaticMeshComponent::UpdateInstanceTransformById(..) sends bTeleport in place of bMarkRenderStateDirty that was added as part of Unreal Engine 5. ...
When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...
Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...
When you call GetOuter() inside AssetUserData::PostEditChangeOwner, the Outer that is returned, is marked as "Trash". This is because the object is constructed again when an AssetUserData is added. ...
Behavior Tree (BT) services added to root nodes call the initial tick twice A BT Service with the setting "Call Tick on Search Start" enabled will execute the initial tick twice when added to the ro ...
When maps with Color Correct Regions are streamed into another map have their visibility toggled during runtime, it will cause a memory access violation and crash the editor. ...