Attempting to blend SkyLight Cubemaps via the SetCubemapBlend function to blend between different Cubemaps to make the changes seamless is not reflected. As a workaround, in LumenTracingCommon.ush, ...
Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...
UDN Case : https://udn.unrealengine.com/s/question/0D54z00008G3EmwCAF/two-c-based-animnotifystate-with-the-same-class-but-different-content-at-the-same-time-will-only-one-be-triggred?fromCase=1 ...
Target Point Actors are changing location when in a World Partition Map within a Shipping Build. This does not occur in Non World Partition Maps. The name of the Asset also changes when in a World ...
Someone on the forums is reporting a possible bug with Pathtracer and any material that adjusts normals to complement world position changes. See pic attached. Reporting forum thread:https://foru ...
Context The property 'DefaultStartingData' in AbilitySystemComponent can be configured from blueprint to spawn default attribute sets. This happens OnRegister. For runtime spawned actors like pawns ...
The VR Preview used to work with multiple clients but now only works with the first client. This makes testing multiplayer features difficult or impossible as there is no way to change which client ...
After clicking 'Create StaticMesh' button on an Procedural Mesh Component, and saving the mesh, the created mesh has bad tangents. Included in the attachments, is a test project with a parallax mate ...
When an emissive AfterMotionBlur material is used with TSR, Bloom is not applied to the material. The cause for this appears to be that AfterMotionBlur materials are composed to a separate texture ...
Right now USoftObjectProperty does not implement NetSerializeItem so it falls back to the implementation in UObjectPropertyBase. This only works correctly if the object happens to be in memory, othe ...