This bug comes from https://udn.unrealengine.com/questions/585499/view.html which describes a problem where a licensee is trying to use the AssetManager to scan a primary asset type that is generate ...
When a spawnable is spawned in a streamed level, exiting PIE will cause an ensure, because the world is not valid on the actor. ...
This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...
Substrate materials have a thin border of black pixels between slabs. These lines can be made more apparent by changing the Diffuse Albedo color of the two slabs to pure white. This will remove the ...
TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...
After compile, spawnable actor is stuck in spawned state ...
When a raw NavModifierComponent gets added to a character it cuts a hole in the navmesh (as expected) but doesn't update the location with character's movement. And it should. ...
When scaling the viewport window using the Maximize/Minimize viewport option, the post processing effects applied to the screen do not scale properly. This issue seemed trivial at first, as the use ...
Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...
Auto-Key All and Auto-Key Animated don't work as expected. Might consider having a third option that Auto-Keys only the modified property. ...