Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...
This is not a regression. Tested in the following branches and change lists:BranchChange ListResultsText compared to VariableVariable added compared to VariableText compared to Text//UE5/Release-5.0 ...
HDRIBackdrop objects cannot be rotated in Sequencer. This issue can be resolved by setting the "Run Construction Script in Sequencer" checkbox to True in the "HDRIBackdrop" blueprint. If HDRI Back ...
It's currently not possible to prevent notifies from firing by setting their TriggerWeightThreshold. When stepping into the code that fires the notifies I found that the given InstanceWeight was alw ...
If the user creates a widget with an animation that fades the widget out. This effect will not carry over into a 3D widget. The 3D widget goes directly from 1 to 0 or visa versa. ...
Media Plate isn't a feature of 5.0.3 so this is not a regression. Media Plate with multiple Elements changes Element 0 to the default material if 'Use Media Plate Default' is selected for any other ...
Volumetric Translucent Shadow has artifacts when using some nodes like noise when clamped between 0,1. This happens with other nodes as well. When using a basic alpha mask or constant value there ...
Per conversation between Gareth and Mike, it was determined the Landscape tool is in Game Mode by default. Within the Landscape Tool, all UI elements are disabled by default. This has been observed ...
Regardless Niagara or Cascade, dynamic parameters for particles are passed to pixel shaders from vertex shaders via InterpolantsVSToPS. It can cause a precision error on some materials, for example ...
A licensee has reported that the following repro steps can result in a "Failed to merge bones" error:One of our Skeletal Mesh assets was imported into engine version 5.4 using an older version of th ...