Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...
The Level Visibility tracks part of a Subsequence are turned off every time you save the Leve Sequence. It does not happen if Level Visibility tracks are added in the main Sequence. ...
A crash from bad memory access can happen when clearing the textures in a Texture2DArray asset. This appears to be because the order of operations when deleting the platform data is: ``` if (Privat ...
Skeletal Mesh Components that use Custom Animation Mode will have their animation rest to the base position when any change is made to the Level Sequence that the character is used in. The Licensee ...
Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...
A GameplayTagQuery in an ActorComponent cannot be properly edited on instances of an actor with said component. There is a workaround, but the issue makes editing Tag Queries rather annoying, doubl ...
When a nanite-enabled mesh with multiple material slots has a masked material applied, nanite may erroneously cull clusters that are still visible. ...
When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...
Control Rig Tracks are not visible in Sequencer when the Name and Display Name are not set to the same value in the Control Rig graph, and the track filter is set to "Selected Control Rig Controls". ...