There is a regression or change in the Build Lighting process when using Lightmass in Unreal Engine 5.6:When building lighting with Lightmass calling the CalculatePointShadowing function, the result ...
When exporting a level sequence to an animation sequence, the bones used will be based on the LOD for the current camera location, instead of exporting LOD0. This is very noticable if you pull the ...
An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...
Nanite enabled skeletal meshes don't work with materials containing a vertex color node. The vertex color material does work for non-Nanite skeletal meshes and Nanite-enabled static meshes. ...
When a mesh with multiple sections which point to the same MaterialIndex but have different settings enabled (e.g. bCastShadow is enabled on only one section) is converted to Nanite, the material sl ...
The crash comes from the pointers in FAnimSubsystem_PropertyAccess::Library::Indirections in the layer ABP from pointing to old/invalid functions and properties from the trash ABP_Manny, as they hav ...
Soft object references in proxy tables, when evaluated return a nullptr, instead of the soft object reference to load. ...
BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...