In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
The issue is that on iOS devices textures are displaying significantly darker than expected. I did a color calibration with my monitor to get a more accurate representation of the texture. I set th ...
LOD Build Scale set higher than 1 will cause a merged actor to increase to that scale when created. It seems to be using the LOD Build Scale to double in size on actor merge. This is a regression: ...
Editing an array of gameplay tags on a component belonging to an actor instance can lead to a crash. There are inconsistencies with how the Gameplay Tag Editor widget behaves:Array of gameplay tags ...
Class "UInstancedStaticMeshComponent" deliberately leaves null pointers in the "InstanceBodies" array of FBodyInstances. This can be seen in methods such as: [Engine\Source\Runtime\Engine\Private\I ...
There is a bug with Blueprint structs having FInstancedStruct as a property. If you modify the DefaultValues of any property of an FInstancedStruct inside the blueprint struct asset, an ensure will ...
Changing any value in Edit shared defaults window with multiple blueprint assets leads to Engine crash. This is a regression from 4.16 ...
There is a visual discrepancy appears with the local position offset while mipmaps are enabled, when using a custom node that takes information from the local position node, with a texture that cont ...
This is an infrequent crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Based on affected project names, this may be a VR is ...
The GetUniqueName() function attempts to make sure that all node names are unique. For nodes that are used a large number of times, it adds a numerical value to the end of the name. Prior to 4.18, t ...