Duplicated anim layer interfaces cannot be added to the same anim BP. While UEdGraph::GraphGuid is unique within a bluprint, it is not unique within the project as a whole (see [Link Removed] for m ...
Physics object from a streamed level does not interact with other physics objects in persistent level. ...
When adding multiple Hierarchical Instanced Static Meshes on a loop and packaging the project in Shipping configuration the application crashes due to LowLevelFatalError [Link Removed] [Line: 1431] ...
In UReplicationGraphNode_DynamicSpatialFrequency::CalcFrequencyForActor, the ActorChannelCloseFrameNum is updated for the actor but not its dependents when calculating FramesTillReplicate. As a resu ...
When DuplicateWorldForPIE is called and serializes the references in another AlwaysLoaded sublevel, the properties of a ChildActorComponent are confusingly inaccurate. ...
When using any of the Set Linear Limit nodes (X/Y/Z) and converting a project from a previous version of the engine, the nodes get their Constraint Type value reset to Free. I tested this with proje ...
Ambient Occlusion does not seem to function when enabling Forward Rendering. I tested the level without Forward Shading and could notice a visible difference in the shadows when Ambient Occlusion wa ...
If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...
A texture can be toggled between virtual texture and regular texture using the Convert to virtual texture/regular texture tool in the texture asset context menu. This updates referencing materials t ...
Virtual textures can appear blurry or corrupt in the texture editor view. [Link Removed] ...