It seems that "Enabled per poly collision" with "Support compute skincache" causes a crash at runtime immediately. We can easily reproduce it with ContentExample. The logs at the crash timing... L ...
The NatVis visualizer allows many custom Unreal types to be displayed in a helpful manner inside the Visual Studio watch window. One such type is TSparseArray. Under normal circumstances, visualizin ...
After importing a mesh without any materials assigned, if you add a material slot and save the material. Reimporting this mesh will cause a crash. The only way to avoid this crash is to import a me ...
A user has reported an issue where Possession replication or Character Movement replication, unsure of which, is not working properly for some clients. It seems to work fine for the first client but ...
When starting PIE in a New Editor Window on a Mac, the both the new window and original Editor window will freeze and stop responding to inputs if an attempt is made to change the window to Windowed ...
In NormalizePackageNames() (PackageUtilities.cpp), there is a PackageFilter parameter, which can be set to exclude developer packages (NORMALIZE_ExcludeDeveloperPackages). The code only checks the b ...
The following odd behavior did not happen until UE 5.2, but happens in the latest UE 5.3. When the "Grid" show flag is disabled in the Level Editor Viewport, all billboard sprites and volume outlin ...
When attempting to use console variables to render the BaseColor output, the GBuffer overview or GBuffer normal output is rendered instead. Using the commands in the Editor viewport shows the BaseC ...
Also verified on Release-5.5.4 CL 40574608 ...
Due to the changes made to subsurface profile (implementation of full resolution skin shading) it now renders white or with heavily faded base colors under certain conditions. In this case it is wh ...