When playing Montages with Root Motion, the sub stepper extracts root motion transform in small increments. If a Branching Point exists within the interval being extracted, the extraction range is s ...
When an Actor's CustomTimeDilation is 0.0, functions FActorTickFunction::ExecuteTick() and FActorComponentTickFunction::ExecuteTickHelper() will call AActor::TickActor() and UActorComponent::TickCom ...
Streaming an existing level that used World Composition places the landscapes in the correct spot, but any foliage tied to that landscape is placed on the landscape tile at 0,0 instead of its corres ...
When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...
#17 crash out of 5238 in UE 5.7 on Windows#4 crash for UE - Graphics Features in UE 5.7 on Windows#2 crash for UE - Graphics Features - Ray Tracing in UE 5.7 on WindowsGPU Crash dump Triggered Type ...
UnkownRef Mips is meant to fix/workaround the problem where some textures are used for rendering but they don't have any component references them (such as texture used by PP effects) These UnkownR ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...
The wrong emissive value may be used on Nanite objects with custom primitive data when Lumen card sharing is enabled. This issue can be mitigated with: r.LumenScene.SurfaceCache.AllowCardSharing 0 ...
Calling HideBoneByName on a bone causes that bone (and all it's children) to be translated to the parent bone's location. This code in UpdateRefToLocalMatricesInner is responsible: bool bNeedToHid ...