Summary When Nanite Tessellation (Nanite Displacement) is enabled on a Landscape in UE 5.7.3, scaling the Displacement value via Multiply nodes in the material graph causes floating terrain ghost a ...
When attempting to scroll the ScrollBox upward, the cursor briefly shifts focus to another widget (CommonTabListWidgetBase). When logging this behavior using LogSlate VeryVerbose, it can be observed ...
When using Substrate materials with SUBSTRATE_GBUFFER_FORMAT==0 (Blendable GBuffer), the Unlit editor view mode renders completely black. TopLayerData.UnlitViewBaseColor is never populated in the bl ...
FJsonObjectConverter::JsonObjectToUStruct removes _ClassName from nested JSON objects during deserialization. Removing Obj->RemoveField(ObjectClassNameKey) from ConvertScalarJsonValueToFPropertyWit ...
CRP currently fails to collide against the bodies generated by ISM components. This is because the collision body data is stored in a different property for ISMs vs regular primitive components. ...
[Link Removed] See proposed fix from partner: [Image Removed] ...
The thigh FK controller of the hingleg in modular rig doesn't move the thigh bone, causing bad deformation on the mesh around character's thigh area. ...
We've been seeing asserts and crashes related to OwnerLastRenderTimePtr. We've traced this to the mentioned pointer ending up dangling after using UActorComponent::Rename() on primitive components t ...
The cursor radius configured through FSlateApplication::SetCursorRadius() is not respected during Slate hit testing. The radius value is correctly stored in FSlateApplication and passed into FHittes ...
When the following setting is added to DefaultEngine.ini, the AnimNode content is not applied during PIE execution.[/Script/Engine.EditorStreamingSettings] s.AsyncLoadingThreadEnabled=True If the A ...