Building SDF and Mesh Cards require material properties (2 sided and blend mode) applied on Static Mesh to be known at Static Mesh build time. If not, it may leads to rendering artifacts: Reflectio ...
When mesh reduction results in a section becoming empty, the material slots are incorrectly assigned. e.g. if section 0 gets removed due to it having no triangles after reduction, then its material ...
NaniteBuilder uses an int8 type for ExternalEdges and counts adjacency with a int32. The bug stems for the cast to int8 when adding the adjacency count into the ExternalEdges array. The precision l ...
The confirmation message will fails spawning with the following messages in the log: [2023.07.25-20.04.01:038][ 0]LogWindows: Error: Failed to create dialog. The specified resource type cannot be ...
The uniform scaling does not work as expected Repro Steps: 1) Add a cube to a level 2) Set the scale (X = 16, Y=9, Z=9) 3) Click the Lock icon to activate the Uniform Scale feature 4) In the viewpor ...
For some ultrawide monitors, UE may not correctly fetch the native resolution. GetMonitorSizeFromEDID attempts to retrieve native resolution from the Detailed Timing Descriptor of the EDID, but thes ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...
We recently encountered an odd issue where loading into our main world partitioned map would result in a crash caused by all streaming cells getting loaded at the same time. Turns out this was cause ...
Certain interactions between a Rect Light with a Light Function and a Post-Process volume lead to a check() when compiling a Ray Tracing PSO for tracing lights. This check() only happens when shader ...