This behavior is inconsistent with the behavior of non-nanite meshes, which receive light and cast shadows only from lights in the same lighting channel. [Image Removed] ...
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Running with `r.AsyncPipelineCompile=0` causes the issue not to happen. It fails to open about 4 times out of 5. No such problem in development build., it always succeeds. We noticed that if we de ...
This is causing confusion when working with color in UE5, specifically when validating for HDR between different reference materials. It has also been noted that the color primaries in PAL and NTSC ...
The issue appears to that CheckLedgeDirection almost always returns true, which returns the leftward side step. This is correct for the leftward direction, but is not valid for the rightward directi ...
This seems to be related to the fix for [Link Removed]. Part of that fix made sure that the child actor component recreates the child actor when GIsReconstructingBlueprintInstances is true, as previ ...