When an Animation Sequence is overridden by a LevelSequence, and later reverts to its original animation state, the AnimInstance fails to properly reinitialize. This prevents subsequent animation lo ...
When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...
When (unintentionally) trying to set one texture as the composite texture of another, which itself is the composite texture of the first, a stack overflow occurs leading to a crash: in UTexture::Pos ...
A licensee has reported that generating a full memreport of a packaged project which uses a texture collection leads to a crash. ...
Context Auto-weld makes it so if a child is attached to a parent, the two bodies will be joined into a single rigid body. Physic settings like collision profile and body settings are determined by t ...
Spot Lights may present with very blocky shadow artefacts when a long attentuation radius is provided with a small cone angle. In extreme cases, this causes the VSMs to invalidate every frame. Notab ...
Trying to use the Evaluate Chooser node in the All Results mode with a chooser table that returns the Subclass Of type results in a compilation error ("Array of Actor Object References is not compat ...
Classes that inherit from FTickableObjectBase are added to the tickable queue by the QueueTickableObjectForAdd function during their construction (see FTickableGameObject::FTickableGameObject). At t ...
Context: The Interchange Framework is Unreal Engine's import and export framework. When importing a mesh without collision, collision can be auto-generated. Problem: The problem is when importing s ...
Copying a PCGVolume beyond a level creates an instance that cannot be deleted. In UE5.5 or later, it is possible to delete the instance by pressing Cleanup button with Ctrl key (purge all components ...