When static lighting is baked using CPU lightmass for a nanite-enabled landscape it causes an editor crash with this assert: ...\Lightmass.cpp] [Line: 546] Attempting to add the same material twice ...
A GameplayTagQuery in an ActorComponent cannot be properly edited on instances of an actor with said component. There is a workaround, but the issue makes editing Tag Queries rather annoying, doubl ...
When custom RayTracingGeometry is created, a crash is triggered by an assert at: Engine\Source\Runtime\Engine\Private\Rendering\RayTracingGeometryManager.cpp line 252 "Unexpected entries in BuildP ...
Works fine in 2023.1 ...
When the user attempts to place an object on a tracked plane it slides around the environment not staying in the expected place. Using the ARDebugcheck project with the show planes option you can se ...
When static lighting is built for a landscape with "Use Material Position Offset in Static Lighting" enabled it causes an editor crash. Licensee mentioned it was likely caused by a commit for 5.4, C ...
When a nanite-enabled mesh with multiple material slots has a masked material applied, nanite may erroneously cull clusters that are still visible. ...
It appears that painted Weightmaps have inconsistent mappings between Nanite and regular landscape, BUT only if those landscapes are created in a World Partition level, landscape in regular levels d ...
UDN description:When landscape is flagged as Nanite enabled but nanite mesh has not been built yet, a save operation (or an auto save) triggers a fatal failed check in ULandscapeNaniteComponent::Ini ...