[Image Removed][Link Removed] ...
Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...
DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...
When creating Physics Assets, either by automatic creation upon import, creation from skeletal meshes already in the project, or when we press Generate All Bodies (bottom right of a opened Physics A ...
When using UV scrolling for a flipbook-like animation in Animation Sequence, creating keys with "Constant Tangent" settings on Curve Editor does not result in an instantaneous change to the specifie ...
FSuggestProjectileVelocityParameters was introduced in 5.4 and has a FCollisionResponseParams member that's initialized as a mutable reference to FCollisionResponseParams::DefaultResponseParam. str ...
Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...
AWheeledVehiclePawn class tries to use CCD in the constructor, but Mesh->BodyInstance.bUseCCD = true this code does not work to activate CCD because Physics Assets could not be available at this ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...
It looks like the SSAO shader does not clamp its sample space to the half view size for the two inputs "Ambient Occlusion" and "AmbientOcclusionSetup", leading to invalid data entering the edge of f ...