When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...
Material Functions cannot output Texture Objects or Booleans. This seems to be because the Material Editor believes that the outputs are Floats, and forbid connections to inputs that take Textures ...
When an NPC asset is duplicated, the ne wasset gets incorrectly duplicated parameters: one set with the correct names, and one set with the original namespace prefix embedded into the names. These i ...
When an MPC is selected as the Source Material Collection for an NPC, all of its current parameters are carried over to the NPC with their current values. After that, if parameters are added to, rem ...
Changing the Global Time Dilation to a very small value and returning it to a large value (by either using the slomo console command or directly in BP - slomo sets TimeDilation) makes Physics simula ...
Shadows on the surface of SingleLayerWater are heavily pixelated, and don't appear to use bilinear filtering at all. Also tested on //UE5/Release-5.5, CL: 36481335 ...
From Licensee Spline generation tool no longer triggers the construction script We recently updated from Unreal 5.3 to 5.4 and our level designers are having an issue with the spline mesh generatio ...
In FMaterialInstanceEditor::RefreshOnScreenMessages, there is a check for sRGB on Normal and Mask samplers. The issue is the check uses a TextureCompressionSettings enum cast to EMaterialSamplerTyp ...
Property Editors for asset types allow you to drag assets from the Content Browser into them, or to make a selection using an Asset Picker widget. Some examples would be selecting Static Meshes or M ...