Origin from this UDN ticket, https://udn.unrealengine.com/s/question/0D5QP00000sGtbO0AS/chaosvehiclemovementcomponent-intertia-tensor-isnt-adjusted-for-center-of-mass-override?fromCase=1 TLDR is th ...
Reflection Capture does not appear to work with Lumen + SSR. Licensees have reported that there are cases where they want to combine Lumen GI, SSR and Reflection capture for quality and performance ...
IsStreamingCompleted returns true while standalone level instances are still fully loading. ...
When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...
Flickering shadow artifacts can be seen with translucent mateirals with "Cast Dynamic Shadows As Masked" enabled. Please note that the artifacts disappear when switching from virtual shadow maps to ...
Moving a saved duplicate of an OpenWorld level crashes the Editor. The act of moving the duplicated OpenWorld level crashes the Editor the moment the engine tries to delete the original level, so it ...
FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData. When calling ApplyToComponent() the SceneComponentInstanceData version will be c ...
Licensees have reported that this issue occurs in UE 5.5 and does not appear to occur in UE 5.4 or with Substrate enabled. ...
From licensee: We are using the legacy HLOD system in our game. With 5.5 there was a change to FSceneProxyBase::DrawStaticElementsInternal() where the implementation was removed (https://github.com ...