It seems like upon reconnecting to the server, the client receives a bunch containing the actor before it has loaded the data layer. See attached log snippet for errors. ...
When playing Montages with Root Motion, the sub stepper extracts root motion transform in small increments. If a Branching Point exists within the interval being extracted, the extraction range is s ...
When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...
In editor, WorldDataLayers acceleration table used to map DL Names to DL instances is not created. The main reason was to avoid to handle all the case where it would need to be updated. When UDataL ...
IsStreamingCompleted returns true while standalone level instances are still fully loading. ...
Flickering shadow artifacts can be seen with translucent mateirals with "Cast Dynamic Shadows As Masked" enabled. Please note that the artifacts disappear when switching from virtual shadow maps to ...
Moving a saved duplicate of an OpenWorld level crashes the Editor. The act of moving the duplicated OpenWorld level crashes the Editor the moment the engine tries to delete the original level, so it ...
From licensee: We are using the legacy HLOD system in our game. With 5.5 there was a change to FSceneProxyBase::DrawStaticElementsInternal() where the implementation was removed (https://github.com ...
If you have Render All Cameras enabled in MRQ and are rendering a multilayer exr from a sequence that has multiple cameras edited in the camera cuts track the frames where a camera is not active in ...