When nanite is enabled on a static mesh, lighting contributions from Sky Atmosphere material nodes are not incident on the static mesh and no longer present in the overall lighting of the scene. Th ...
If you attempt to build the Horde server Docker image right now it fails unless you have some of the layers cached or a nuget proxy/cache that has cached some packages. JetBrains have renamed their ...
We recently encountered an odd issue where loading into our main world partitioned map would result in a crash caused by all streaming cells getting loaded at the same time. Turns out this was cause ...
Hello, We are building a world with world partition & a lot of nanite foliage. We want to modify out Foliage Instance grid size via the commandlet. [Link Removed] Even in a new empty level the c ...
The Editor provides option "Project Settings – Engine – Input – Mouse Properties – Advanced – Use Mouse for Touch" to allow testing virtual joysticks and other touch controls with the mouse. When ru ...
In a Developer Settings Class, Boolean properties marked with InlineEditConditionToggle do not get written to the associated settings .ini file, preventing configuration settings from being saved pr ...
UDN customer reported this issue: Using legacy USDImporter, the attached USD throws these ensures ensure(Primvar.Get(&UVs, Options.TimeCode)); ensure(Primvar.GetIndices(&Indices, Options.TimeCode) ...
Lighting on distant meshes flickers when using Lumen and Skylights. Turning Lumen off and lighting from the skylight is stable. Turning off Lumen screen traces also lowers the amount of flickering ...
Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...