In material editor, if a quality switch node is used together with a static switch to control branch, material parameters in the 'true' branch will never show up in the Detail panel of material inst ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
We have a level with foliage meshes that has been placed via the foliage system. We want to place these into HLOD Layers so that we can disable nanite, and thus enabling the imposter LODs at a dista ...
Hello, Our animation team reported an issue with the AutoKey feature of the LevelSequencer, sometimes they will notice that after a while, the undo buffer no longer works. Unfortunately the issue ...
We found a problem with the component visualizer system and the PreviewActor in the Blueprint editor. If your component is using a FInstancedStruct in anyway, either directly, in a TMap, or TArray, ...
Context The Visual Logger is a powerful debugging tool to create and record visual representations, and allows people to review the data. Problem The problem is that it does not record things don ...
If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...
A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...