Local (point/spot) lights currently do not have shadows on SingleLayerWater materials. SLW uses forward-like clustered shading and loops over all local lights directly in the pixel shader. In order ...
When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux. In Engine ...
The bandwidth on the biquad loepass filter is cutting frequencies well below 20kHz when the bandwidth is 1.0. Slack convo: [Link Removed] Visualization:[Image Removed] ...
A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
Unreal Engine should support haptics on gamepads on iOS and tvOS [Link Removed] [Link Removed] ...
Morph targets work! Yay! But found another issue. Basically import an fbx with multiple animated morph targets applied to it. The morph change shape over 1 frame and for some reason in 5.5.4, there' ...
The engine doesn't allow cross-level references as it assumes a referenced object is immediately available which we guarantee by placing any reference clusters into the same cells. This means the be ...
UDN: [Link Removed] A UDN customer has observed that their cooked materials have doubled in asset size going from 5.1 to 5.2. We need to investigate this is only a local issue on their side and no ...
This is not a regression. Tested in //UE5/Release-5.0 CL20979098 The array for Vector Parameters isn't getting populated when called from a Dynamic Material Instance. ...
As a report of a similar issue, changing the text to right-aligned causes a similar issue. This issue seems to have been occur by a change in CL7540157. It also seems to be improved by adding the p ...