Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...
WaterBody Actors will cast static shadows in built lighting even if their Cast Shadow options are disabled. ...
When importing FBX files using the Interchange and legacy import with Force Front X Axis enabled, the transforms of the bones in the imported FBX models will not match. ...
Since UE5.5, RegisterComponent has been called during cook process, So unnecessarily references from DMXLibrary to DMXComponent has been added. There is a workaround to avoid adding references : ...
Suggested fix from licensee is : PhysAnim.cpp@339 #if 0 FVector RelPos = RecipScale3D * RelTM.GetLocation(); #else FVector RelPos = (BoneIndex == 0) ? RecipScale3D * RelTM.GetLocation() : Rec ...
When compiling a PSO, RHI Breadcrumbs can be fed a bad FRHIBreadcrumbNode, resulting in reading random memory and crashing during the recursive node iteration. This only happens when tracing. The i ...
When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...
In /Game/ABPLinkingShowcase/Blueprints/Pawn_ABPLinkingCharacter: The character mesh’s root location is lower than the capsule’s lowest point. This is what causes the issue. Based on the event graph, ...
Licensees have reported that this issue occurs in UE 5.5 and does not appear to occur in UE 5.4 or with Substrate enabled. ...
When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...