Static lighting will not bounce on the ceiling when using a Layered Material. The Material Attributes Layers node is used which doesn't appear in 4.24.3 so this isn't a regression. This was report ...
In Unreal 5.6, there's a new CVar: r.DOF.TAA.CoCBilateralFilterStrength, which should help with ghosting artifacts introduced by TAA in DOF passes. However, it doesn't work as expected since many gh ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
Editor Preferences -> General -> Loading & Saving> Source Control: the "Tool for diffing text" dialog box doesn't let you choose an application, because the file extension is set to .exe (for Windo ...
The "Rifle_Skeleton" asset in ShooterGame doesn't cook deterministically, and as such is always included in patches. Possible regression of [Link Removed] ...
When using a Japanese keyboard, using Japanese language input special key(halfwidth/fullwidth/kanji key) zooms out graph view in BP editor and Material editor. It seems the menu key makes the editor ...
Managed ticking when combined with Min Time Between Ticks will cause particle velocity to vary depending on frame rate. ...
Auto Exposure Basic disables histogram min/max controls. Working as expected in 4.19 CL# 4033788 and 4.20 CL# 4369336 Found in 4.21 Preview 1 CL# 4435822 and 4.22 CL# 4448303 This is a regression ...
Setting "Keep State" for an animation in sequencer makes the sequence behave differently in Sequencer and in Play Mode. The animations appear to be blending together instead of having normal transit ...
The Z value of a trace hit will vary based on the Z value of the start/end points of the trace. The larger the start/end Z range, the larger the variance of Hit.Z values. ...