The player collision debug visualization for negatively scaled boxes is rendering the back faces, not the front faces. The debug primitives are rendered via the dynamic mesh builder. FDynamicMeshBui ...
When using Hardware Lumen with Nanite-enabled meshes in UE 5.6+, black / dark surface cache artifacts appear that result in generally darker and unstable lighting. These artifacts are not immediatel ...
The Particle SubUV Sample node uses its own texture object reference instead of the one provided by the texture object node. ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
A crash occurs when GetPropertyRef node is executed from a SubTree that is linked within a StateTree, which itself has been linked from a parent StateTree via a Linked Asset ** . The processing con ...
Context The blueprint debugger allows you to trigger breakpoints and inspect the current state of variables, both member variables, local variables and persistent UberGraph variables. Problem The ...
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 ...
When a node has a variable assigned to one of its pins. You will get a crash every time you add a pin. I am sure this goes for all nodes with with the "add pin" functionality [Link Removed] ...
Context: FGameplayAttribute's details customization lets designers pick any attribute property from any UAttributeSet class. Problem: This currently displays all properties of UAttributeSet class ...