From licensee: I’ve found an issue with the visualization of PlayerCollisions when using LandscapeSplineMesh with a mesh that has Nanite enabled. The Chaos collisions shown in the Chaos Visual Debu ...
A WorldPartition map used as a level instance that's set to standalone mode doesn't load its actors in the editor. ...
Nanite Skinned Meshes don't receive the correct Local Position in some shadow passes. This depends on the clipmap level, and is not related to VSM caching. Unreal Engine 5.6 shows the same issue, b ...
SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...
Translucent deferred decal materials look different when setting their specular material attribute directly on the material node versus setting it via a constant node ...
This is a regression since 5.5 with skeletal meshes where morph target normal/tangent deformation only works when a mesh is imported as a LOD of an existing skeletal mesh, but not when imported as L ...
Note that this bug potentially also affects a wide variety of material / geometry setups; however, a translucent wireframe setup is currently the main reproduction case. The issue may also be notice ...
When generating a Control Rig from a Skeletal Mesh that contains “skel” in its name—or uses it as a prefix (i.e. skel_test)—Unreal Engine crashes. The crash occurs both when using the native Creat ...
Enabling the ScriptableToolsFramework plugin causes compile errors in shipping configurations. This also applies to any plugins which depend on it, such as the ScriptableToolsEditorMode plugin. Thi ...