When scaling down the character in the Game Animation Sample to 0.1 (Actor Scale or Mesh Scale), the lower body becomes crouches, not taking into account the difference in pelvis and foot difference ...
Water is missing, appears in strange blocks, or appears in wrong places due to incorrectly rendered WaterInfoTexture. The WaterInfoTexture is part of the WaterZone actor. ...
Initialize_AnyThread and CacheBones_AnyThread can be called repeatedly on sub-graphs below Saved Pose nodes when they are part of a linked anim graph and the main anim graph has yet to be initialize ...
Any UPROPERTY TArray added to UMaterialEditorInstanceConstant will not cause UI updates when elements are added or removed. This is caused by the custom validator created in FMaterialInstanceEditor ...
Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong ...
When dithered LOD transitions occur, a brief flash of the next LOD level is first shown on the entire mesh after which the current LOD fades to the next (or previous) LOD. The flashing behavior only ...
When both LightMixer and ViewChanges windows are open, pasting a folder into the Outliner crashes the editor. For more detailed steps, refer to the Steps To Reproduce section. This happens whenever ...
Dithered LOD transitions do not work when changing the camera's field of view and cause artifacts when both the FOV and camera distance to the object are changed simultaneously. ...
In 5.5, there is a regression with baked lighting where static lights become stationary lights when a level is hidden and then made visible again. This happens in packaged builds and shows up as sta ...
The runtime import process works fine in editor, but fatal error when trying to do so with packaged build of project. My function that calls ImportAsset():bool UMeshLoader::RequestMeshLoad(FString ...