Cascaded Shadow Maps do not use the proper world size for octree culling. At far distances, the shadows are always culled. ...
So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...
UMaterialInterface is BlueprintType, but UMaterialFunctionInterface is not. This makes it difficult to port some BP logic that works with materials to the material layer system. Crystal Dynamics wou ...
Node previews in MaterialGraph with Substrate enabled render solid black in 5.6. The latest 5.5 engine does render previews correct with substrate enabled. ...
When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...
In Sequencer, copying a Missing/Invalid Bound Object to a track may crash the Editor with an Unhandled Exception at UExporter::FindExporter(). The licensee has provided a txt file that contains the ...
When Sequencer's Add Filter Menu>Keyed(U) is enabled, adding a Key to an actor that previously failed the Filter (had zero Keys) does not immediately include the Keyed actor in the filtered list (if ...
Sequencer's View Options>Expand/Collapse Nodes and Descendants (Shift+V) does not Collapse after being Expanded (UE5.6). As described in the Steps to Reproduce section, the command expands the prope ...
Reported by beta user in SF [Link Removed] User exported an image with Path Tracer and the exported render displayed the sky as black. This issue seems to be very low repro, and neither myself or ...
The GameplayDebugger is not updating its displayed information for the local player when attempting to select the local player. This behavior seems to only occur when the Mass category is active AND ...