When a heterogeneous volume actor is used with a volume material in a debug build, the following ensures are triggered: Ensure condition failed: UniformBufferValue || EnumHasAnyFlags(AutomaticallyBo ...
Loading UWorldPartitionHLODSourceActorsFromCell takes a lot of time in editor + PIE when it contains a lot of actors per UWorldPartitionHLODSourceActorsFromCell (between 2K and 2K actors). ...
A licensee wanted to report some missing PSO Precaching they found, which they have fixed locally: 1. UCableComponent doesn't implement CollectPSOPrecacheData or call CheckPSOPrecachingAndBoostPri ...
A pawn using the physics mover and using AI movement can sometimes gain an ton of velocity quickly upon colliding with another physics object. It seems to fix it self and revert back to it's origina ...
Context Level Instancing is a level-based workflow designed to improve and streamline the level editing experience. In a standalone Level Behavior, when the Level Instance Actor is loaded through it ...
USplineNavModifierComponent was made available in UE 5.4. It generates several FAreaNavModifier instances covering a region with a certain thickness around a USplineComponent, and worked correctly u ...
Bounds generation when bIncludeComponentLocationIntoBounds is active is broken. Both the calculation of the local bounds and the world bounds are incorrect (see screenshot). When that flag is acti ...
The wrong emissive value may be used on Nanite objects with custom primitive data when Lumen card sharing is enabled. This issue can be mitigated with: r.LumenScene.SurfaceCache.AllowCardSharing 0 ...
On file [Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Public\ViewModels\Stack\NiagaraStackGraphUtilities.h], function FNiagaraStackGraphUtilities::FindScriptModulesInStack() receives a parameter " ...
The incorrect resolution is used on computers with 4k monitors that use DPI scaling (default 150%) because the default for UE projects is bAllowHighDPIInGameMode=False which results in SetProcessDp ...