Beetles no longer swarm on demo station mesh (only on the ground underneath), and beetles walks inside the head mesh more often than they did in UE4. ...
Changing to the perspective camera from a locked camera calls FLevelEditorViewportClient::SetActorLock I'm not sure exactly why it sets the camera to the cached pilot transform and then sets it bac ...
In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...
LandscapeSplineActors and LandscapeSplineMeshesActors are not behaving as expected in 5.4 or 5.5. Testing in 5.4 the issue mostly seems to stem from issues with the Target Landscape -> Landscape Ac ...
Since Unreal Engine 5.5 stationary lights have stopped working with GPU Lightmass when using Cascaded Shadow Maps. With Virtual Shadow Maps enabled on the project, GPU Lightmass works. This issue d ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
Hello, We're encountering a fatal error when trying to set up a project in Horde using the AutoSdk: Fatal error: EpicGames.Perforce.PerforceException: Unable to parse view map entry: " ...
It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...
This is a Cascade issue from a UDN where single loops can be skipped if the DT is high enough. ...
Context Reference Viewer can be used to view references between assets. There is a setting 'Show Management References' whose tooltip implies that references via PrimaryAssetID should be findable t ...