Trying to use the Evaluate Chooser node in the All Results mode with a chooser table that returns the Subclass Of type results in a compilation error ("Array of Actor Object References is not compat ...
When reimporting a static mesh asset before PIE execution, the value of bAllowCPUAccess is false. If reimporting a static mesh asset while PIE is running, the value of bAllowCPUAccess is true. In a ...
Specular highlights on non-Nanite meshes with a clearcoat material that has the second normal enabled will disappear at certain view angles. This can be worked around by adding a constant node to th ...
Context: The Interchange Framework is Unreal Engine's import and export framework. When importing a mesh without collision, collision can be auto-generated. Problem: The problem is when importing s ...
Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...
While testing out pruning points based on collision, it was observed by the licensee that using complex collision seems to crash the editor. The editor crashes with the following error: ``` Asserti ...
When cooking a project that has a PCG graph with a subgraph containing a GPU node (Point Processor in the example provided), the cook fails with an illegal reference. However, the same GPU node used ...
When building reflection captures through the ResavePackages commandlet, it frequently triggers an ensure inside of ReflectionEnvironmentCapture.cpp. If distributed shader builds start causing prob ...
Context Reference Viewer can be used to view references between assets. There is a setting 'Show Management References' whose tooltip implies that references via PrimaryAssetID should be findable t ...
Sub-menus disappear when using Linux in a remote session in launcher build of UE Release 5.5.4. ...