There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...
In world partition levels, deleted actors can become unexpectedly unloaded prior to saving, causing loss of work. Specifically, this issue occurs after the undo history has been cleared (either manu ...
When an Actor is identified to seamlessly travel, its child actors should also seamlessly travel with it (or maybe it should be an optional flag), rather than destroying and recreating on the other ...
The engine crashes when trying to reimport a skeletal mesh that has no clothing data. This seems related to https://jira.it.epicgames.net/browse/UE-86948. Found in 4.24.1 CL#10757647 Reproduced in ...
From this UDN: https://udn.unrealengine.com/questions/301289/crash-in-persona-debug-display.html Proposed solution: In UDebugSkelMeshComponent::GenSpaceBases() before PerformAnimationEvaluation() ...
Scale boxes renders incorrectly when rendered with the Movie Render Queue. Scale box seems to work fine in a normal viewport and normal Sequence render. UDN: https://udn.unrealengine.com/questions ...
We have an issue with artefacting of virtual shadow maps on low poly meshes: [Link Removed] We would like to request a higher polygon version of the sphere for UE5's release/starter content, which ...
When rendering an animation with the path tracer through MovieRenderQueue, at low sampling rates the denoiser produces splotchy results that flicker from frame to frame. The current denoiser (Ope ...
Within the Blueprint Editor, it is possible to create subcategories for variables to be sorted into. Doing so separates variables not nested into subcategories out into standalone, top-level structu ...
Users are reporting issues with the 4.25.1 hotfix and Win 7, including running cooked builds and the editor crashing: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1755531 ...