When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...
DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...
During async loading from an AsyncLoading thread, DecalComponent attempts to precache PSOs which can trigger a checkf in StrongObjectPtr.h which are only allowed to be created on a game thread. ...
When ray-traced shadows are enabled, the shadow for a completely translucent mesh appears when the LOD changes based on distance. ...
The bandwidth on the biquad loepass filter is cutting frequencies well below 20kHz when the bandwidth is 1.0. Slack convo: [Link Removed] Visualization:[Image Removed] ...
Changes to the hit test grid of an invalidation panel while caching is disabled won't be respected when caching is reenabled. This can cause interactive widgets such as buttons who were set to colla ...
Actors that are spawned from blueprints will no longer have their instigator automatically set to the instigator that spawned them. This is a regression in 5.5, because in 5.4 and earlier a null Ins ...
There is an engine bug when using the EnumRedirects feature inside a config file. If we have a Blueprint Enum used in our blueprints, and we want to convert all the Blueprint enum references to a C+ ...
When changing the language options in the default Lyra Starter Game project (5.3 and 5.4) with a controller, the settings menu loses focus after closing the confirmation dialog. Focus can only then ...
Changing the "Editor Preferences > Content Editors > Graph Editors > Tracing > Default Data Wire Thickness" value in the "Editor Preferences" only affects single value data wires. Containers (Array, ...