Licensee noticed a regression in 5.6 where the non-masked recompute tangents option doesn't work anymore. The option is called "Enabled with no mask" in 5.6 but "All" in 5.5. Under the hood, this se ...
UMaterialInterface is BlueprintType, but UMaterialFunctionInterface is not. This makes it difficult to port some BP logic that works with materials to the material layer system. Crystal Dynamics wou ...
When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...
This issue is related to [Link Removed], where the "?listen" option sent on the URL to clients could cause issues with RPCs being called locally during travel. The fix to remove the "?listen" option ...
The following Localisation Tests in "Engine\Source\Runtime\Core\Tests\Logging\StructuredLogFormatTest.cpp:275" TestLoc(LOCTEXT("Float", " {Float} "), ANSITEXTVIEW(R"(128.25)")); TestLoc(LOCTEXT ...
When a game is compiled with ray tracing disabled (D3D12_RHI_RAYTRACING=0) and the GPU the game is running on becomes low on VRAM, frame time is negatively impacted and doesn't recover. The D3D12_RH ...
Node previews in MaterialGraph with Substrate enabled render solid black in 5.6. The latest 5.5 engine does render previews correct with substrate enabled. ...
Only certain sync state structs are intended to persist between frames. These are configured via MoverComponent's PersistentSyncStateDataTypes array. There appears to be a bug in the way the standa ...
Note: This worked correctly up to UE 5.4, but repros from UE 5.5 up to mainline latest. If a Niagara Emitter is set up with "Spawn Burst Instantaneous" on time 0.0, and the spawned particle(s) have ...