In UE 5.7.2, when moving a Landscape Component to a sub-level using Landscape Mode > Manage > Move to Level, the proxy transform is not synchronized with the root Landscape when the KeepWorldTransfo ...
Loading a world partition cell containing dense foliage (30k+ instances per cell) causes spikes on lower end hardware of up to 10-15ms and can observe spikes of 2-5ms on high end hardware too primar ...
In AActor::GatherCurrentMovement, bWasAttachmentModified will be set to true if the actor’s root component has an AttachParent, even if none of the values in the AttachmentReplication struct have ch ...
Client has a workflow issue with the reimport pipeline: UStaticMesh::bSupportPhysicalMaterialMasks should be copied over to UBodySetup::bSupportUVsAndFaceRemap before it takes effect for raycasts, ...
Nanite geometry does not cast Distance Field Shadows outside of the clipmap range for Virtual Shadow Maps. Non-Nanite geometry does cast these shadows. ...
When connecting to the server, if the client activates some local cells while the connection is still pending, ULevelStreaming::IsConcernedByNetVisibilityTransactionAck will return false. In this ca ...
Currently, we detect whether an anim instance is supported by the skeletal mesh and, if it isn't, unreference the instance, but we don't error or warn the user that this happened. This leads to conf ...
An unusual interaction has been found when using automatic navlink generation combined with Dynamic Modifiers Only navmesh generation. When an nav area is modified in a tile that contains an automat ...
StaticMeshComponentPropertyOverride only takes effect when the flag ExecuteOnTheGPU is off. All error checking for StaticMeshComponentPropertyOverride turns off when the flag ExecuteOnTheGPU is off ...
Additional Post Process renders always have a black alpha channel ...