After setting Affects Indirect Lighting While Hidden but before saving the level, the emissive contribution persistents through datalayer visibility toggles. This does not appear to occur in PIE, on ...
Nav Modifier volumes are not affected the nav mesh until they are moved from their initial placement position. Found in 4.13.1. Reproduced in 4.12.5 and 4.15 Main CL 3163223 This is similar to [Li ...
When rendering a Light Function into the Translucency Lighting Volume, the World Position Material Expression returns the position relative to the Camera (unrotated), not the World. This can be mor ...
Trying to automate the process of baking transforms via python and the identical code above works in 5.6 but not in 5.7. There are no error messages in the output log. When running in 5.7, it does ...
In UE5.5(final), when adding plugin from an older version of Unreal to a BP project, we are informed that the "Engine Modules are out of date, and cannot be compiled while the engine is running. Ple ...
Compiling any material with r.ShaderCompiler.JobCache=0 causes ShaderCompileWorker to crash. Reproduction steps cause a crash during Editor startup, but this bug may affect other scenarios where mat ...
The customer provided reproduction steps and a trace file that crashes Insights. From the customer: manually placing if (!CurrentGraph) Unknown macro: { return; } nullchecks in RenderGraphInsi ...
Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...
When using a Nav Modifier volume with a custom Nav Area class, the Nav Mesh is not being affected until the editor is restarted. Found in 4.11.2 binary. Reproduced in 4.12 Preview 1 binary and Main ...
Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...