When loading a static mesh asset created in an old version of Unreal (e.g. 4.10), all LODs have their Screen Size property set to the same value (approximately 1.5). This happens because the static ...
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 ctor of FD3D12BindlessResourceManager implies that GPU heap activation is intended to occur lazily with ERHIBindlessConfiguration::RayTracingShaders, however any call to FD3D12BindlessResourceMa ...
There are two issues when painting landscape layers.Paint: When painting between different layers, square-shaped artifacts or splotches appear.Fill Layer: The blended weights of other layers aren't ...
It is possible to add items to a replicated fast array that are not intended to be replicated to the clients. For example, FGameplayAbilitySpecContainer has a custom ShouldWriteFastArrayItem impleme ...
Once a mover character has had a skeletal mesh set as its movement base, it appears to get stuck in a desynced state after moving to a static movement base. It is only when the character's movement ...
When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...
When a parameter value is assigned on a newly created material instance (constant or dynamic) using Set***ParameterValueInternal, the parameter’s ExpressionGUID is left invalid (0,0,0,0). Parameter ...
A licensee reported precision issues with position in the gpu skin cache shaders with 16-bit real types enabled. ...
The player collision debug visualization for negatively scaled boxes is rendering the back faces, not the front faces. The debug primitives are rendered via the dynamic mesh builder. FDynamicMeshBui ...