WaterBody Actors will cast static shadows in built lighting even if their Cast Shadow options are disabled. ...
In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...
LOD0 for some Nanite Skeletal meshes is used for ray tracing scenes on some platforms because some FSkinnedSceneProxy are incorrectly considered "always visible" ...
Can be mitigated by reopening the Level. There is a repro project provided by the licensee on the case ticket. ...
cf[-https://forums.unrealengine.com/t/5-5-not-able-to-import-animation-curves-since-5-3-5-5/2267442/4-] Be carefull there is 2 bugs reported on that Forum and I think they are not related. The firs ...
Changing the global time dilation in a multiplayer game affects the rate at which actors are considered for replication, and setting it to 0 will even cause replication to stop entirely (unless the ...
The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
When using the GameplayDebugger to show GAS debug info, and an AttributeSet has two replicated attributes with different replication conditions, a crash occurs in RegisterReplicatedLifetimeProperty( ...
A Simulating Physics component with StartAwake = false will be awoken by a Welded component If a welding occurs during the call to OnCreatePhysicsState, this breaks the start awake disabled flag. Th ...
Context ARecastNavMesh::FindDistanceToWall can be used to find the closest 'wall' on a nav mesh, given a queried position. A wall can be:any boundary towards the end of the nav mesh (outer rectangl ...