ULocalPlayerSaveGame::IsSaveInProgress always returns true after the first save is requested. This is due to the return statement checking if either an error has yet to be reported or a success has ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
If we have PSDs that contain assets that were added manually to the database and also others that were added via branch in notifies then SynchronizeWithExternalDependencies will remove and re-add th ...
Also verified on Release-5.5.4 CL 40574608 ...
Nanite in non world partition worlds builds with missing section, almost half the landscape is missing. Looking at the nanite overdraw as attached, it shows an interesting pattern. ...
Cascaded Shadow Maps do not use the proper world size for octree culling. At far distances, the shadows are always culled. ...
So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...
Licensee noticed a regression in 5.6 where the non-masked recompute tangents option doesn't work anymore. The option is called "Enabled with no mask" in 5.6 but "All" in 5.5. Under the hood, this se ...
UMaterialInterface is BlueprintType, but UMaterialFunctionInterface is not. This makes it difficult to port some BP logic that works with materials to the material layer system. Crystal Dynamics wou ...