When tearing down a nanite project with the nullrhi active, there is a crash in the FeedbackManager destructor that causes any exit to be unclean. The teardown process causes a crash as the destruc ...
The Anisotropy of a material looks different when set on the material output node vs when set via a scalar parameter node connected to the material node ...
Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
This looks to be because the debug drawing uses FQuat:Identity for the capsules, rather than the character's orientation. ...
This seems to occur because the PendingNetGame is not destroyed when the instance browses to the new level to start listening. In UEngine::LoadMap, UWorld::SetGameMode will create the game mode, pro ...
A licensee is reporting that using a loading screen with the incremental garbage collector can result in a dead lock when a loading screen is displayed. The licensee found out that: -------------- ...
The world position offset input of the result node does not behave consistently. There is an obvious visual difference between the setting it by connecting a float3 color constant, versus setting th ...
Hello, We seem to have encountered some unwanted behaviour when importing certain curves from our animation fbx assets into Unreal. Some of these curves don't have keys from the very first frame, b ...
The EyeAdaptionInverse node works differently for surface materials and volumetric materials. In surface materials, it allows to have a consistent glow during day and night time, however in a volume ...