When MovementMode is set to PHYS_Flying, the character may unexpectedly step down by MaxStepHeight when colliding with a wall near a ceiling. This occurs because UCharacterMovementComponent::StepUp ...
An editor-only ensure can trigger during BP compilation when garbage collection cleans up transient components created as part of component replacement. During recompilation, old component instances ...
Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...
On an NVIDIA GPU, Instanced Static Meshes can flicker when a Groom card or mesh LOD is visible. This appears related to an issue rendering the ISM into the Scene Depth. At the end of the Prepass, t ...
Using a Light Function Material that contains a Texture Sample and Rotator nodes will cause RHI Validation to fail with the following error: LogOutputDevice: Error: Ensure condition failed: Bindings ...
When a StaticMeshComponent has a scale component of zero in WorldSpace (after accumulating with the hierarchy from the root to it), function UPrimitiveComponent::OnCreatePhysicsState() logs the warn ...
At specific distances from a thin wall, surfaces inside of a sealed chamber can receive indirect lighting from outside, leaking light into the chamber. This appears to be due to how SWRT handles sa ...
Categories are not processed correctly for gameplay tags when meta "Categories" is used. Categories filter which categories appear for the mentioned gameplay tag variable and with recent changes, it ...
When a Geometry Collection is in a Blueprint, attached to other components, it can render incorrect motion vectors at some angles. In the test project, any angle that is not a multiple of 45 will re ...