Material Instance parameters (that derive from parents using material functions) can have their data shifted or not saved. ...
AI Controllers' Possess function is being called when opening a blueprint that has the Auto Possess AI option set to Spawned. ...
The function "FMaterialDerivativeAutogen::GetFunc1ReturnType(...)" does not have a case for "EFunc1::Exp2". Also found in Release-5.4, CL: 331987674 ...
Im not 100% sure this is a combination of settings that "should" work anyway, but need someone to have a look.Thin TranslucencyOutput velocities during base passForward Shading lighting modeProject ...
When running a build with bSharedLinearTextureEncoding enabled, View.GGXLTCMatTexture and View.GGXLTCAmpTexture are pointing at the black texture fallback, which affects correctness of rect lighting ...
The user who reported the issue has provided a video that also shows the issue: [Link Removed] ...
This is a path specification problem, so if the correct path is given, the DLL will load correctly.static void DumpShaderAsm(FString& String, const D3D12_SHADER_BYTECODE& Shader) { #if D3D12RHI_US ...
Datasmith imports in UE do not render materials due to missing material function. Works in UE 5.6 main but not UE 5.5 or 5.4 ...
The UHT boilerplate code that's generated from a converted Blueprint class header file generated from a Blueprint class containing one or more function names with non-ASCII characters will fail to c ...
This is caused by the same thing that causes this: https://jira.it.epicgames.net/browse/UE-58390 FBlueprintEditorUtils::PromoteGraphFromInterfaceOverride is the cause of this behavior ...