We are building levels where we spawn in Level Instance actors at runtime that have World Partition enabled into a Persistent level that also has World Partition enabled. What we have noticed though ...
[/Script/Engine.RendererSettings] r.Tonemapper.Sharpen=2 r.TemporalAA.Upsampling=False r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.LightPropagationVolume=0 r.ReflectionCaptureRe ...
[Link Removed] The workaround is as I posted in the UDN, to override the viewport client or to make a custom slate input mapping to change this behavior. But, there is a bug with that unmapping/l ...
When attempting to test for ESDSR on Android, the Sequencer project fails to package towards the end of the Build Command. Runtime/OpenGLDrv/Public\OpenGLESDeferred.h(267,5) : warning: 'OPENGL_ES2 ...
Only files in UFS or NonUFS manifest that are local are returning a non-minvalue timestamp. While this is expected it is causing issues with logging file handling. See: https://udn.unrealengine.co ...
A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up). The licensee has provided his analysis: Description: Level instance created in UE5.5 and re-saved ...
The Global Distance Field can constantly update, even when the camera is stationary, in large World Partition maps. This bug requires a large amount of the World Partition map to be loaded to reprod ...
Surface snapping causes the pivot to move to a different location away from the grouped items. The pivot can be reset by ungrouping and regrouping, but the pivot moves away from the group when the g ...
NOTE: Does not occur in 4.16, entered this to find a fix for licensee to integrate. Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 633] Array index out o ...
NavLink Proxy CHILD ACTOR stops working in a Packaged and Standalone game. Works as expected in PIE. Licensee Description: Force Rebuild on Load is not called and the nav links as child actors do ...