The Particle SubUV Sample node uses its own texture object reference instead of the one provided by the texture object node. [Link Removed][https://epicprosupport.epicgames.com/sfc/servlet.shepherd ...
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 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] ...
A licensee wanted to report some missing PSO Precaching they found, which they have fixed locally: 1. UCableComponent doesn't implement CollectPSOPrecacheData or call CheckPSOPrecachingAndBoostPri ...
Expected behavior is that screenshot alpha should be 0 for pixels that did not have anything rendered into them. ...
Bounds generation when bIncludeComponentLocationIntoBounds is active is broken. Both the calculation of the local bounds and the world bounds are incorrect (see screenshot). When that flag is acti ...