The player collision debug visualization for negatively scaled boxes is rendering the back faces, not the front faces. The debug primitives are rendered via the dynamic mesh builder. FDynamicMeshBui ...
When using Hardware Lumen with Nanite-enabled meshes in UE 5.6+, black / dark surface cache artifacts appear that result in generally darker and unstable lighting. These artifacts are not immediatel ...
The Particle SubUV Sample node uses its own texture object reference instead of the one provided by the texture object node. ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
PCG Level Asset export doesn't support exporting a level while it is loaded as a sub-level. We should warn the user instead of crashing. ...
Customer-reported bug in TextLayout (AllowPerCharacterWrapping): Issue seems tied to bHasTrailingText handling in TextLayout.cpp (~line 694). The remainder handling after wrap inserts an extra break ...
Hardware Raytracing support can cause a crash on AMD Radeon GPUs when creating the RT pipeline state. ...
If we have PSDs that contain assets that were added manually to the database and also others that were added via branch in notifies then SynchronizeWithExternalDependencies will remove and re-add th ...
Nanite in non world partition worlds builds with missing section, almost half the landscape is missing. Looking at the nanite overdraw as attached, it shows an interesting pattern. ...