To speed up our process of creating control rig assets we are working on a Python script to automate this process. We have an issue when we try to attach a static mesh component to a socket of a ske ...
Some of our camera shots (that are using spawnable cameras from the sequencer) have their 'bOverride_CustomNearClippingPlane' value set to false even though we enabled it from their own details pane ...
Clear coat bottom normal does not seem to work properly with virtual textures. Different virtual textures plugged into the material's base color can yield different clearcoat bottom normal results. ...
When Landscape GPU Culling is operational, patches of Landscape will have heavy overdraw. This requires Nanite and Lumen to be disabled - the test project is set up with this by default. This quad ...
The issue appears to be caused by a mismatch in the value returned by GetResourceSizeBytes(EResourceSizeMode::Exclusive) between InitResources() and ReleaseResources(). At InitResources(), the repo ...
Nanite Tessellation displacement direction is incorrect for landscapes with non-uniform scales. It seems to use the normal from the unscaled landscape, which can result in the displacement causing t ...
When a UMG Text widget is set to Auto Wrap and uses InvariantLeft or InvariantRight, the wrapped visual lines are positioned differently than expected compared to Left/Right. In the current engine ...
After migrating our project from UE 5.5 to 5.7, we are experiencing a consistent engine crash in the Sequencer. The crash occurs specifically when a user attempts to add a component to a Spawnable A ...
User has provided a trace file attached to case. User experiencing going out of memory during gameplay with console command "Pause" activated. Using 5.6 from Perforce in the Release-5.6.0 stream at ...
When Nanite is disabled at the project level with r.Nanite.ProjectEnabled=0, clustered deferred shading stops working. This happens because the FDeferredShadingSceneRenderer::RenderLights method doe ...