Changing the "Editor Preferences > Content Editors > Graph Editors > Tracing > Default Data Wire Thickness" value in the "Editor Preferences" only affects single value data wires. Containers (Array, ...
User is reporting the Post Process is rendering a grainy background in 4.8 compared to a solid Black background in 4.7.6. in 4.7.6[Image Removed] in 4.8.0[Image Removed] ...
Fields with Maximum resolution are not affecting all leaves of a Geometry Collection on 5.4 and onwards. When calling GetRelevantParticleHandles() a Maximum Resolution field does return all particl ...
Static mesh components of blueprints with "Is Dynamic Obstacle" set to true do not correctly affect navigation when standalone mode is initially run. Once another object is moved and the navmesh is ...
This sounds legit. Anyone mess with the if node recently? There seems to be a regression where existing content is broken. This should be fixed ASAP and patched into 4.6. https://forums.unrealen ...
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. ...
Brush Clip affects the surrounding geometry beyond the geometry it is applied to. (*See attached image for clarification) Regression: No ...
When looking into the bd_hud_scoring and bd_rules_maze blueprints in the users project (Provided below), there are nodes that are throwing errors. If you press compile, the errors go away and the co ...
Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...
So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...