It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...
Shadows on the surface of SingleLayerWater are heavily pixelated, and don't appear to use bilinear filtering at all. Also tested on //UE5/Release-5.5, CL: 36481335 ...
A player cannot move heavier GC objects even if we have a valid setup due to the GC not reporting the correct mass. ...
In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...
FSuggestProjectileVelocityParameters was introduced in 5.4 and has a FCollisionResponseParams member that's initialized as a mutable reference to FCollisionResponseParams::DefaultResponseParam. str ...
The Preview text display in the Font Editor does not apply the Sub-Font family settings. Only the Default Font Family and Fallback Font Family can be applied to the display. ...
When specifying a widget of a different size than the screen in FReply::LockMouseToWidget, the cursor is locked to a different position in native full screen mode. It appears that the window size n ...
UDN Description: We are having issues with the "Create Blocking Volume" tool on StaticMeshActors. When we create a convex blocking volume (any convex, rough or heavy), we often have volumes that ha ...
UEditorValidatorSubsystem::ValidateChangelistsInternal needs some work on handling warnings and errors. ...