The dynamic translucency resolution and other dynamic resolution values were tied to the primary dynamic resolution and never updated for each type of dynamic resolution. The scaling resolution fra ...
When a Virtual Texture is applied as a UI material, there is no associated geometry, so it does not explicitly request the loading of high-res virtual texture tiles. ...
FSkinnedSceneProxy's never get unregistered from the DynamicWind system In FDynamicWindTransformProvider::UnregisterSceneProxy, there's an early out that says: if (SkinningSceneExtProxy == nullptr ...
Starting with UE 5.4, function FNiagaraRendererRibbons::GenerateDynamicData() from file [NiagaraRendererRibbons.cpp] attempts to calculate DynamicData->MaxAllocatedCountEstimate as such: DynamicDat ...
When binding to a Post Process AnimBP in Sequencer causes MovieScene to run the Spawn and Instantiation phase every frame. The code here explicitly looks at the AnimInstance on the Skeletal Mesh C ...
When importing camera animation FBX files into Sequencer, enabling the "Force Front XAxis" option causes the key tangents for Rotation-Pitch (Y) to be inverted. This results in broken animation curv ...
When using Substrate materials with SUBSTRATE_GBUFFER_FORMAT==0 (Blendable GBuffer), the Unlit editor view mode renders completely black. TopLayerData.UnlitViewBaseColor is never populated in the bl ...
CRP currently fails to collide against the bodies generated by ISM components. This is because the collision body data is stored in a different property for ISMs vs regular primitive components. ...
[Link Removed] See proposed fix from partner: [Image Removed] ...
We've been seeing asserts and crashes related to OwnerLastRenderTimePtr. We've traced this to the mentioned pointer ending up dangling after using UActorComponent::Rename() on primitive components t ...