In split-screen, Niagara GPU Distance Field collision appears to be evaluated against only the first view passed into the Niagara GPU sim (view index 0), rather than per split-screen view. Because G ...
When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...
When a sufficiently large object casts shadows near the Directional Light's Dynamic Shadow Distance range, the VSM pages are inconsistent in their shadowing - some will choose to shadow per-pixel, w ...
Parameters attached to the input of a Vertex Interpolator Material Expression are visible in the Material Instance, even if the output of the Vertex Interpolator Material Expression is not connected ...
When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...
Nanite meshes only cast virtual shadow maps and do not cast any distance field shadows, regardless of the distance of the shadow casting mesh to the camera. ...
The UMG editor allows us to add a Material Parameter Control track to an animation. This track makes it possible to animate parameters used in a material. Designers can scrub the timeline and previe ...
In UE 5.7.2, when moving a Landscape Component to a sub-level using Landscape Mode > Manage > Move to Level, the proxy transform is not synchronized with the root Landscape when the KeepWorldTransfo ...
Up to UE 5.5, skeletal mesh physics did not get updated when the component's scale changed. This was improved on January 2025 with CL 39190335, which addressed [Link Removed] ...
In FStateTreeCompareEnumCondition::GetDescription, the Left.Enum value is mistakingly used when setting the RightValue. This causes crashes when resetting the default value of the Right field in an ...