The build system supports many types of flags that can be enabled in game-specific Target.cs files to enable things like logging in shipping, target-specific overrides like custom config, or enablin ...
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Shadows in the Lumen Scene from Lumen's Direct Lighting do not match the world when in the Lumen Far Field. This leads to shadows where there should not be any, and missing shadows where there shou ...
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. ...
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 ...
The AnimToTexture plugin generates an animated texture that results in a stutter when the animation loops. This looks to be related to the code in UAnimToTextureBPLibrary::AnimationToTexture which ...
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 ...