When using Lighting Scenarios and placing a skylight in the lighting scenario levels when you build lighting there will be a map check warning that "Multiple sky lights are active, only one can be e ...
A licensee is reporting an issue with mesh decals rendering incorrectly when created as a Material ID (Material Element) and assigning a translucent material to the shared mesh. The use case exampl ...
A crash occurs when creating a Render Target 2d and setting the texture target at runtime. After running some more tests, the crash seems to occur when setting the texture target, as the creation o ...
If a data table asset is based on a custom struct, making changes to and hot reloading the struct will not update the data table in the editor. Restarting the editor will prevent the data table fro ...
In 4.14, changes were introduced to share replicated state between objects on the server (Shadow State) this was done to allow sharing property comparisons to determine when objects needed to replic ...
When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...
When you remove an axis mapping using a specific key it will remove all mappings even if they have separate scales. The user found a fix that I verified that worked. In "InputSettings.cpp", which i ...
When using VirtualHeightfieldMesh we see intermittent crashes in FDepthPassMeshProcessor::TryAddMeshBatch(). This can happen when FVirtualTextureProducerCollection::CallPendingCallbacks() is called ...
This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...
When a room component is added in C++ via the actor constructor, an ensure is triggered from precaching and the groom component. Behavior also observed on UE5/Release-5.5, CL: 40988944 ...