Volumetric Light Maps are not generated correctly when baked with GPU Lightmass on AMD GPUs. The issue has been reproduced on RX 9070, RX 9070 XT, and RX 7900 XT. ...
In the case of a single-layer Level Instance, actors are still referenced even when the region is unloaded. However, in the case of nested Level Instances, the level being edited is discarded when t ...
The source of the problem seems to be using IOptionsSnapshot with a Singleton. Per the MS documentation for IOptionsSnapshot, "Is registered as Scoped and therefore can't be injected into a Singleto ...
In the Sequencer, Control Rig and Animation tracks are placed consecutively. During the transition, the Animation track captures the AnimInstance state before the ControlRig track's RestoreState is ...
In an ideal world, all mesh merge algorithms should have the option to use as input one of the followingRender mesh (non-nanite) (+ the option to target a specific LOD)Mesh Description (+ the option ...
Also verified on Release-5.5.4 CL 40574608 ...
Nanite in non world partition worlds builds with missing section, almost half the landscape is missing. Looking at the nanite overdraw as attached, it shows an interesting pattern. ...
Heterogeneous Volumes do not respect the Volumetric Scattering Intensity values when running with Lumen, but do (correctly) when rendering with the Path Tracer. ...
Translucent particle systems exhibit visual artifacts when the camera moves, even though motion vectors are disabled for the particle emitters. While switching the Translucency Pass to "After Motio ...
Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...