Rendering the SkyAtmopshere component using Vulkan with and without Vulkan (SM5) enabled causes artifacts to appear on screen on Windows and Linux. This was reported and tested in 4.25.1 (CL-135 ...
Reproduced 3/3 times. A similar bug occurred with PhysX ([Link Removed]) Check the function: FVector FSimpleAerodynamicsSim::GetCombinedForces(float VelocityIn) if the velocityIn is negative, th ...
When using the jumpbox with a sequence that is in seconds (not fps) the engine will freeze. This issue is occurring in Binary //UE5/Release-5.2 @ CL 25360045 This issue is occurring in Binary //UE ...
This is not a regression. Tested //UE5/Release-5.1 CL23901901 Within Water Body Custom setting the Water Mesh Override to a Nanite mesh causes a crash. This seems to be the case with any Nanite ena ...
Result : while displaying the Nanite version of the landscape, the paint layers behave erratically (see video : [Link Removed]) If rebuilding the Nanite data, the bug gets fixed until the user sta ...
For nodes with an FGameplayTag or FGameplayTagContainer pin, when changing the tag value (Pin->DefaultValue) and triggering Undo/Redo, the pin modification is not undone. Rather, it undoes the previ ...
ExportMaterialUVDensities() gets the incorrect value where the alpha channel is referenced (e.g. RegisterIndex of the texture is [3] or [7]) because FMeshRenderer::RenderMaterialTexCoordScales() use ...
Bounds generation when bIncludeComponentLocationIntoBounds is active is broken. Both the calculation of the local bounds and the world bounds are incorrect (see screenshot). When that flag is acti ...
A pawn using the physics mover and using AI movement can sometimes gain an ton of velocity quickly upon colliding with another physics object. It seems to fix it self and revert back to it's origina ...
When the RHI thread is enabled (with or without parallel-execution) for Metal it isn't currently possible to run "profilegpu" because the GPU timestamp emulation code isn't multi-thread safe and pro ...