We are building levels where we spawn in Level Instance actors at runtime that have World Partition enabled into a Persistent level that also has World Partition enabled. What we have noticed though ...
In UNiagaraComponentPool::ReclaimWorldParticleSystem, the cleanup loop for WorldParticleSystemPools calls KillUnusedComponents with the reclaimed component's NiagaraSystem (Asset) instead of the sys ...
When creating a patch with pak signing enabled the created output folder contains the pak files from the base release but does not contain the .sig files, even if they were enabled when creating the ...
This issue occurs when “Auto Register with Budget Allocator” is enabled for the skeletal mesh. Unchecking “Auto Register with Budget Allocator” seems to resolve the issue. Adding the following to th ...
When using non-Lumen lighting and Screenspace reflections off, the skylight location overrides the Reflection Capture location during Build Reflections. This results in a Reflection Capture taken fr ...
Beetles no longer swarm on demo station mesh (only on the ground underneath), and beetles walks inside the head mesh more often than they did in UE4. ...
If you have an Animation Notify State and set it up on an animation to start at the exact beginning of the anim sequence and finish exactly at the end (I have attached a picture of this). It doesn't ...
Changing to the perspective camera from a locked camera calls FLevelEditorViewportClient::SetActorLock I'm not sure exactly why it sets the camera to the cached pilot transform and then sets it bac ...
Encode71 and Decode71 in DeferredShadingCommon.ush are functions that convert 8-bit values to 7-bit values and mask values, and licensees have reported that the accuracy is insufficient when usi ...
In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...