When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This appears to be a regression issue, as the localization w ...
There seems to be an issue with how Nanite tessellation and Landscape interact with two sided landscapes. When the camera's near clipping plane is past the landscape's surface the displacement of th ...
Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...
Behavior Tree (BT) services added to root nodes call the initial tick twice A BT Service with the setting "Call Tick on Search Start" enabled will execute the initial tick twice when added to the ro ...
Users affected: 51 Total occurrences: 90 Last occurrence: November 19th 2024, 3:25:41 am First occurrence: August 7th 2024, 8:10:10 pm Latest version: ++UE5+Release-5.5-CL-37670630 Platform: Win64 [ ...
Context Recast lets you configure multiple agent types in Project Settings > Navigation System > Supported Agents. When agents have unique settings such as agent radius, building a nav mesh results ...
When the Composite Editor Primitives setting is disabled, these editor primitives do not render correctly. In specific, ZoneGraph editor primitives do not render with a colour. This appears to be t ...
When bFailedNavLinkNavLink is enabled in RecastNavmesh, some NavLink points are debugged and others are not depending on the position of the NavLink point. In the sample project, enable bFailedNavL ...