Nanite Skinned Meshes don't receive the correct Local Position in some shadow passes. This depends on the clipmap level, and is not related to VSM caching. Unreal Engine 5.6 shows the same issue, b ...
There is no Callstack associated with this crash. And I was unable to reproduce this in main due to a known issue when switching the 'Stream Mode' to 'From Memory'. When packaging a project in 4.6. ...
Geometry Scripting plugin isn't available for 4.27.2, and the behavior is the same 5.0.1. Crash while using Geometry Scripting to add an Array of Vector 2D data to 'Append Buffers to Mesh' node UV0 ...
When you select an asset that references a skeleton that has moved, the editor asks you to choose a new skeleton. When you choose Yes is it gives the message "The Anim Blueprint could not be loaded ...
Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering. Lighting will appear at incorrect angles. ...
The Global Distance Field can constantly update, even when the camera is stationary, in large World Partition maps. This bug requires a large amount of the World Partition map to be loaded to reprod ...
No user comments in crash group. Similar callstack in [Link Removed] but that is a crash and this is an ensure. 701 if (ReflectionSceneProxy && ReflectionSceneProxy->RenderTarget) 702 ...
WP dynamic navmesh does not properly react to actors or navigation modifiers that are loaded in areas that the navmesh has not yet streamed into. Although the actors/modifiers are not part of the ba ...
Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale. The licensee has reported and presented a repro project that displays the erratic behavior of ...
The Editor provides option "Project Settings – Engine – Input – Mouse Properties – Advanced – Use Mouse for Touch" to allow testing virtual joysticks and other touch controls with the mouse. When ru ...