r.VT.PoolSizeScale should be changeable at runtime so that we can resize VT physical pools for iteration on selecting pool sizes. It works correctly at engine startup but runtime changes have no ef ...
Occasionally material and material functions previews in the content browser are displayed with the default material checkerboard, perhaps due to shaders not being compiled. UDN users are also expe ...
Same lightmap textures are listed multiple times in Lightmaps of WorldSettings. It seems that it just showes the same texture mutiple times but there is only one texture. [Image Removed] ...
In pasts unreal engine versions like 5.2 or 5.3, when you loaded a project with UnrealFrontend, the uproject was saved inside the Engine.ini file. In version 5.4 it does not get saved and you need t ...
A player cannot move heavier GC objects even if we have a valid setup due to the GC not reporting the correct mass. ...
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. ...
Editor performance plummets when moving BSP brushes in a level with several other BSP brushes present. Navmesh regeneration is the main cause as the full bounds for all BSP are used to determine whi ...
This has been around since public launch. The rotation widgets emissive material will cause trouble with the post processing and reflections in the scene. Especially troublesome if you with bloom an ...