When using Hardware Lumen with Nanite-enabled meshes in UE 5.6+, black / dark surface cache artifacts appear that result in generally darker and unstable lighting. These artifacts are not immediatel ...
When using the StringToBytes() function it returns one less byte due to the -1 at the end of the return. The function takes a string and converts it to bytes but it always returns one less byte than ...
The p4 files command is used to grab the list of depot files. This does not have a client path, but the parse records function called in FPerfroceGetFileListWorker::Execute (ParseRecordSetForState) ...
For UMG delegates, we currently have a fixup pass that ensures that bound functions match the signature of the native delegate. However, the fixup appears to use the wrong function name, which cause ...
Duplicating blueprints that have 'cast to' nodes included in them display errors such as: "Could not find a function named 'AdjustShield' in 'worker_c'. Make sure 'worker_c' has been compiled for." ...
The ArchVis template's default lux setting for the scenes directional light causes improper rendering on newly created materials and 3D widgets set to Unlit. Project attached with material made, s ...
Under certain conditions, the material compiler appears to detect errors where there are none. I debugged the particular case of the RGBtoHSV material function with JonathanL, and we believe that th ...
Resizing the Unreal Project Browser so all projects do not fit in the preview plane results in a second, "inner" scroll bar that does not function as a scroll bar. Instead, attempting to scroll wi ...
User imported a custom image in the correct format to be used as an Ambient Cubemap within the Post Process Volume. Enabled detailed lighting mode by pressing Al+5 and the image has been tilted/of ...
The post process within the project is causing the light to show up extremely bright on Note 5. This project has been tested on a Nexus 5, Samsung Galaxy S6, and Nexus 5X. Could not repro on: 6713 ...