It only happens when changing LOD from strands to cards.not in situations where changing LODs from cards to cards, cards to strands, strands to strands. The card meshes are not rendered immediately ...
The editor-scripting blueprint node "Add Data Table Row" fails when the Data Table uses a Row Structure that was defined in blueprint. Internally, it checks if the passed-in UScriptStruct is derived ...
This looks like it can be fixed with an early-out when the passed array of indices is empty. Log:[2024.01.03-16.38.36:091][291]LogOutputDevice: Warning: Script Stack (1 frames) : /Game/BP_Crashy.B ...
In Blueprint, binding a custom event to OnAssetPostImport and setting TextureGroup to UI causes the UE editor to crash. But if it sets to the other group like "World" or "Character", this crash does ...
When a GameplayEffect (GE) grants an GameplayAbility (GA) via an AbilitiesGameplayEffectComponent on the GE, that ability will not be correctly removed if that GE is added and removed within an Abil ...
Subsurface material rendered in preview window has too intense subsurface scattering or strange artifact. However, it shows no error in Play in Editor. After disabling the contact shadow in PIE, abl ...
The following odd behavior did not happen until UE 5.2, but happens in the latest UE 5.3. When the "Grid" show flag is disabled in the Level Editor Viewport, all billboard sprites and volume outlin ...
Also tried using “show VisualizeTemporalUpscaler” and noticed the frames that have missing motion vector data showed up as pops in the “show VisualizeReprojection” part of the visualizer. ...
It looks like static meshes can invalidate large numbers of VSM pages when the geometry and the light are not on light channel 0. ...