In the Viewport, enabling Wireframe Mode (ALT+2) along with HDR (EyeAdaptation) Visualization crashes the Editor. I've tested different versions and this issue is not present on 5.0, but it reproduc ...
Since Unreal Engine 5.5 stationary lights have stopped working with GPU Lightmass when using Cascaded Shadow Maps. With Virtual Shadow Maps enabled on the project, GPU Lightmass works. This issue d ...
Runing PlayInEditor with NetMode PlayAsClient, a LevelSequence that AutoPlays in the level, contains a Spawnable BP_ThirdPersonCharacter with an animation, and is also opened in Sequencer, leads to ...
When an Animation Sequence is overridden by a LevelSequence, and later reverts to its original animation state, the AnimInstance fails to properly reinitialize. This prevents subsequent animation lo ...
When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...
When (unintentionally) trying to set one texture as the composite texture of another, which itself is the composite texture of the first, a stack overflow occurs leading to a crash: in UTexture::Pos ...
Context Auto-weld makes it so if a child is attached to a parent, the two bodies will be joined into a single rigid body. Physic settings like collision profile and body settings are determined by t ...
DynamicEntryBox with EntryBoxType Radial is stacking Entries if SectorCentralAngle is multiple of 360.0f and DistributeItemsEvenly is enabled. The licensee has provided an analysis: On void SRadia ...
Keyboard Shortcuts don't work on the Outliner Window if it is detached from the Main Window. As described in Steps To Reproduce, as soon as the Outliner Window is detached from the Main Window, most ...
Notifies that are placed on animations referenced by montages aren't triggered when using the UAnimSingleNodeInstance to play back the montage. This is because - unlike on UAnimComposite - there is ...