If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible. The behavior only shows after d ...
Licensee found that memory being allocated during a resize in NavMeshMemory is not being tagged within LLM as NavigationMemory but show in LLM as Untagged memory. They do not have a callstack showca ...
The Bake Pose setting does not work when using a SkeletalMesh LODSettings asset. After the change in CL22878911, the BasePose in the LODSettings asset is no longer copied to the BakePose in the skel ...
Issue from my Technical Animator where the undo operation in Control Rig doesn't work as expected on Proxy Controls. He has recreated the issue using the "Control Rig Samples Pack" and recorded a vi ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
In the UE5 case, we end up seeing very harsh lines in both the gradient and the distance to nearest surface examples whereas the results in 4.27 appear smooth. It was also interesting to observe c ...
Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...
When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...
When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...