When using a Blend node inside a Post Process Animation Blueprint, the editor crashes while rendering thumbnails. The crash occurs because USkeletonThumbnailRenderer attempts to draw a thumbnail wit ...
We are attempting to use Mutable in 5.6.1 and have encountered an issue which we are not sure how to resolve. The issue occurs when using the ClipWithUVMask node. In short we have a customizable o ...
In 5.6, many warnings and errors specify their command line arguments to the compiler with these new C# attributes: [WarningsClangToolChain(["-Wno-date-time"], ["-Wdate-time", "-Wno-error=date-ti ...
When custom instance data is used to calculate WPO in a Material and applied to an ISM the WPO value in the Lumen scene (ray tracing scene) is different than the visible scene resulting in incorrect ...
When a material that uses BumpOffset is fed into the Emissive Color of Surface Opaque Default Lit material and then applied to a nanite mesh, a visible seam can be seen along edges and the intersect ...
There's an issue when assigning a bitfield bool to a native bool in Blueprints. Currently, the engine erroneously treats the memory for a local bool as a uint8 bitfield, which is undefined behavior. ...
Nanite Skeletal Meshes will always invalidate VSMs, even with their Shadow Cache Invalidation Behavior set to Rigid. This does not match the behavior of non-Nanite Skeletal Meshes. ...
Context AController has a blueprint assignable delegate that fires when the possessed pawn changes. This should fire in both singleplayer and networked games. The bug is reproducible in single play ...
When hovering over items located at the bottom right corner of the Content Browser while the Editor is maximized, the tooltip is not displayed. It seems that the tooltip would extend beyond the edge ...
Context Foliage Mode is a set of tools that enables you to quickly paint or erase sets of Static Meshes or Actor Foliage. Level Instancing is a level-based workflow designed to improve and streamlin ...