The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
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 ...
A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
When using External Data Layers in conjunction with Game Feature Plugins and World Partition levels, removing a Game Feature Action or changing its type to "None" does not remove the associated Exte ...
It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
[Image Removed] Jira Bot attaches conversation thread from Slack [Image Removed]Ryan Bickell – 2025-01-07 10:54:10 UTC Hello and happy new year! I'm messing with the Landscape component LODBias sett ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...
A memory leak occurs in global distance fields when bDisableWorldRendering=true As a workaround until this is fixed, you can disable the logic that checks bUpdatedThisFrame *in *GlobalDistanceField ...
When snapping for frames is turned on, dragging an anim notify state does not result to being snapped on a frame. ...