ActorComponent's focus changes unintentionally

UE - Gameplay - Blueprint Editor - Apr 13, 2022

If you do not compile at the inherited actor, the problem does not occur. ...

Distance Cull Fade Node on Material does not work with Skeletal Mesh

UE - Rendering Architecture - Materials - Apr 22, 2022

The licensee reports that this issue is caused by the following code not performing a Buffer update. .\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp void FMeshMaterialShaderElementD ...

CollisionEvent and other events during ChaosCaching do not occur

UE - Simulation - Physics - Destruction - Apr 22, 2022

Rarely, unmodified Niagara will cause diffs and bloat the patch.

UE - Niagara - May 3, 2022

Attached is a project that picks up Niagara from the content sample. The probability of reproduction is about 1/10. The simpler the project, the lower the reproduction probability. I am attaching ...

Allowed Material Slots in the Sample Static Mesh module is not working properly.

UE - Niagara - Jun 24, 2022

It is behaving correctly in 4.27.2. ...

Instanced Impostors Render Black in UE5 editor

UE - Graphics Features - Jun 13, 2022

When StaticMeshComponent is added to an empty Actor, no HLOD is generated.

UE - World Creation - Worldbuilding Tools - HLOD - Jul 1, 2022

When a Cube of StaticMeshActor is placed, it is generated without any problem. ...

Sprite does not have a UV1 G channel.

UE - Niagara - Jun 16, 2022

The R channel of UV1 is not a problem. ...

HLOD build fails depending on the value of Loading Range in the World Settings

UE - World Creation - Worldbuilding Tools - HLOD - Jun 14, 2022

HLOD actors are generated on the outliner, but no geometry is generated. An error occurs in the output log. ...

When TSR is enabled, the maximum brightness is clamped to about 16000.

UE - Graphics Features - Jun 7, 2022

You can also check it by enabling real-time rendering in the NewMap.umap of the attached project, and then clicking on "High Resolution Screenshots". (You may need to disable and enable post-process ...