The common animated switcher will currently flicker for one frame when its transition animation completes if global invalidation is enabled. This appears to be caused by a visibility change (HitTest ...
In UE 5.5, when the user attempts to save the level blueprint of a world-partition map, the Editor crashes if the BP contains any node with an input pin of type "Gameplay Attribute Structure", as lo ...
Sumo Digital Ltd. has reported that the synthetic benchmark has skewed GPUIndex scores when changing graphics scalability settings (i.e. r.LumenScreenProbeGather.DownsampleFactor). They are currentl ...
Do not show the last index in the preview mesh display of the CameraRig_Rail actor. The reproduction test case generates a ring of rails, but only the last index is not displayed. Recommended Cod ...
When "RBF Interpolation" is enabled in the Groom settings, applying an Animation Sequence to a Skeletal Mesh that animates at a position far from the world origin causes the bound Groom shape to bec ...
Using ANavLinkProxy's smart link but removing all of the simple links results in warnings in the logs for invalid bounds. The smart link is not set to be enabled until after the navigation element i ...
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Changing the “DistanceField Trace Distance” requires rebuilding the lightmaps even though the valu never affect light baking process in Lightmass. ...
When adding an Animation Track to a Level Sequence and placing Animation Sequences back-to-back without gaps, the velocity can be miscalculated at the transition between sequences. This issue occur ...
WP dynamic navmesh does not properly react to actors or navigation modifiers that are loaded in areas that the navmesh has not yet streamed into. Although the actors/modifiers are not part of the ba ...