Context The showFlag.CollisionVisibility 1 cvar is a viewport visualization mode that highlights which Actors will block visibility. The showFlag.CollisionPawn 1 cvar is a Player Collision viewmode ...
The Global Distance Field can constantly update, even when the camera is stationary, in large World Partition maps. This bug requires a large amount of the World Partition map to be loaded to reprod ...
LandscapeSplineActors and LandscapeSplineMeshesActors are not behaving as expected in 5.4 or 5.5. Testing in 5.4 the issue mostly seems to stem from issues with the Target Landscape -> Landscape Ac ...
A licensee has noted that the synth benchmark has been giving inconsistent results when they try to find optimal scalability settings for their application. The root cause of this is unclear, but lo ...
Trying to use the Evaluate Chooser node in the All Results mode with a chooser table that returns the Subclass Of type results in a compilation error ("Array of Actor Object References is not compat ...
When reimporting a static mesh asset before PIE execution, the value of bAllowCPUAccess is false. If reimporting a static mesh asset while PIE is running, the value of bAllowCPUAccess is true. In a ...
Specular highlights on non-Nanite meshes with a clearcoat material that has the second normal enabled will disappear at certain view angles. This can be worked around by adding a constant node to th ...
Context: The Interchange Framework is Unreal Engine's import and export framework. When importing a mesh without collision, collision can be auto-generated. Problem: The problem is when importing s ...
Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...
While testing out pruning points based on collision, it was observed by the licensee that using complex collision seems to crash the editor. The editor crashes with the following error: ``` Asserti ...