I test it for more information for your reference:It happens only when a Landscape *Height *was output to the RVT, other Landscape's maps like BaseColor are all fine, as well as Height output from o ...
FGameplayTagQuery does not refresh its cached AutoDescription after GameplayTag redirects are applied during asset load. As a result, after renaming a GameplayTag and restarting the editor, the Game ...
This bug was originally entered back in 4.8 as [Link Removed], but was closed as by design. The reason was, the mesh did not have Lightmap UVs, so using the 'Light as If Static' option would not wor ...
Crash occurs in the updated Physics Asset Editor if you LeftClick while moving a ragdolled asset during Simulation. This is a regression from 4.17.2 User Descriptionsin the new physics asset edit ...
When resizing comment boxes, the edges/corners do not follow the cursor precisely, especially when the cursor is moved around quickly. On Windows, the cursor will either get ahead of the box or ins ...
Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...
A licensee wanted to report some missing PSO Precaching they found, which they have fixed locally: 1. UCableComponent doesn't implement CollectPSOPrecacheData or call CheckPSOPrecachingAndBoostPri ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
From the linked EPS case: ---------------------------- In UE 5.7 there were some changes to how Enum member names are stored. This change introduces an assert when cooking using the Editor Debug e ...
We are running into an ensure that is triggered when CVarEnableVRS.GetValueOnRenderThread() is called on the game thread from FVariableRateShadingImageManager::IsAttachmentVRSEnabled. This happens ...