When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...
The common animated switcher will currently flicker for one frame when its transition animation completes if global invalidation is enabled. This appears to be caused by a visibility change (HitTest ...
Sumo Digital Ltd. has reported that the synthetic benchmark has skewed GPUIndex scores when changing graphics scalability settings (i.e. r.LumenScreenProbeGather.DownsampleFactor). They are currentl ...
Changing the “DistanceField Trace Distance” requires rebuilding the lightmaps even though the valu never affect light baking process in Lightmass. ...
As one clicks on the enum fields trying to form an input, the log is written with a variation of the following: [2025.02.14-17.42.38:940][521]LogNiagaraEditor: Error: Error getting default value fo ...
Here is the file for the repro project in Google Docs, due to the file size limit: [Link Removed] ...
The "Open Level By Name" is not able to find the map to travel when the map is not included in the "List of maps to include in a packaged build" option. This issue was not happening in UE 5.3 and UE ...
When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...
There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...