Some pixels at the edge between cascaded shadow maps and distance field shadows can be skipped by both, leading to unshadowed pixels. Licensee reports the bug happening in 5.3 as well. Test project ...
UAIPerceptionSystem::UnregisterSource according to its documentation should treat Sense == null as targeting all sources, but the code for removing pending sources does not treat Sense == null as th ...
If NewObject is used to create an instanced static mesh component at runtime, populating the component with AddInstance causes the editor to crash. Regression: Yes - repro steps provided did not cr ...
Actor references in Level Blueprint show an incorrect display name on their nodes after converting the project from 4.6.1 to 4.7 Preview or 4.8. Reproduced in 4.7.1 Preview 4 and in Main (Promotabl ...
Editing bsp within folder in world outliner will unhide bsps within a subfolder Regression (No) issue (does) occur in 4.10.4 ...
Clicking the compile button in the Blueprint editor resolves the error. ...
When running Movie Render Queue job for a sequence which uses FKControlRig and a sequencer window is opened, Track->ReplaceControlRig() is called every single frame, not only an initial frame. This ...
We should get to the bottom of this workaround and revert it eventually. Reported here: [Link Removed] ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
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