We have an issue with artefacting of virtual shadow maps on low poly meshes: [Link Removed] We would like to request a higher polygon version of the sphere for UE5's release/starter content, which ...
It does not appear to matter to the repro steps what is input to the VertexInterpolator, it matters more that there is a Normalize between the VertexInterpolator and the base color input of the mate ...
When the text in spinbox has focus, it doesn't get the change notification externally. It may also be worth noting that ctrl z or ctrl y also do not get bubbled up to undo the text box values. It a ...
For comparison, this issue doesn't seem to occur when recreating the setup with Set Material Attributes/GetMaterialAttributes. It seems isolated to the Make/Break nodes. ...
This is an interesting bug because it is only happening on BeginPlay. I guess that there is some order of operations that the camera manager uses during creation that will stop if the game is paused ...
The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
This occurs in UE5/EA and in Release-5.0 ...
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 ...
I've attached a project with the necessary materials that demonstrate this issue. I would expect that just because a Set Material Attributes node is inside a material graph it wouldn't affect the de ...
Right now only native subobjects are displayed in the details panel with meta = (ShowInnerProperties) is set. Child Actor Components are an example of this, where if the child actor you have added h ...