A checkf can fail in SSourceControlChangelists.cpp with the message: The same uncontrolled item was visited twice. It is likely present in more than one uncontrolled changelist This has been addre ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...
The main landscape actor's outer level's WorldSettings gets nullified by GC on PIE end, which leads to this problem. For some reason, this only seems to occur with the attached custom game mode : it ...
Substrate Materials do not use Screen-Space reflections. Instead, they do not have any reflections (indirect specular) on the surface. ...
When using a UserSceneTexture in a post-process material, a visible rendering issue occurs if the viewport's ScreenPercentage is set to below 100. This issue looks like it might stem from an incorre ...
If an actor that is set up to use an anim blueprint is used in the sequencer, then a property on the skeletal mesh is changed in the sequencer details panel. The actor will not evaluate any animatio ...
Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...
Community-attempted workaround received in [Link Removed] Correct fix submitted to 5.6 FNMain in [Link Removed] which needs integrating into 5.5.3. ...
Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...