Dithered LOD transitions do not work when changing the camera's field of view and cause artifacts when both the FOV and camera distance to the object are changed simultaneously. ...
This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...
When adding a sub level with world partition streaming to a main level where the streaming is also enabled, setting* Level Behavior* of the sub level to Standalone, and saving the result, in the fir ...
In 5.5, there is a regression with baked lighting where static lights become stationary lights when a level is hidden and then made visible again. This happens in packaged builds and shows up as sta ...
Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder n ...
The runtime import process works fine in editor, but fatal error when trying to do so with packaged build of project. My function that calls ImportAsset():bool UMeshLoader::RequestMeshLoad(FString ...
We are building levels where we spawn in Level Instance actors at runtime that have World Partition enabled into a Persistent level that also has World Partition enabled. What we have noticed though ...
When using non-Lumen lighting and Screenspace reflections off, the skylight location overrides the Reflection Capture location during Build Reflections. This results in a Reflection Capture taken fr ...
Beetles no longer swarm on demo station mesh (only on the ground underneath), and beetles walks inside the head mesh more often than they did in UE4. ...
If you have an Animation Notify State and set it up on an animation to start at the exact beginning of the anim sequence and finish exactly at the end (I have attached a picture of this). It doesn't ...