Hi, we are experiencing random deadlocks while cooking groom bindings. We have integrated 5.8 mutable into 5.6 and are still experimenting those deadlocks which seem due to : UE_DEPRECATED(5.4, "Th ...
You cannot change any binding type in bindings in Cinematic Assemblies, e.g., you cannot make something spawnable. ...
Repro project is available in the additional info URL to save repro time. Disabling Nanite on the landscape, or painting on it (which shows the non-Nanite version of the landscape) reverts the issu ...
This is from the linked EPS case: ============================== When 5.0 first introduced TObjectPtr, the guidance was that it would compile down to raw pointer access in Shipping builds to ensu ...
A licensee is composing independently-authored levels into a single World Partition persistent level by placing each as a Level Instance. NavMeshBoundsVolume / NavModifierVolume are placed inside ea ...
During deterministic Cook / Package validation, the Cooked output of a WorldPartition map was found to vary non-deterministically between Cook runs. Diff detected in the DiffOnly Cook log:Serialize ...
User reports that UserSceneTextures used in Post Process Materials are only correctly rendered inside the left eye in VR. ...
There’s a potential issue with some changes we made to UMaterialInstance::GetParameterValue (https://github.com/EpicGames/UnrealEngine/commit/8f2bebb008ba645f5938da844cd46b0925322b13). It seems as t ...
Custom expression additional outputs are considered (0,0,0) when connected to WPO. ...
Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly dependent on framerate and timing. L ...