WaterBody Actors will cast static shadows in built lighting even if their Cast Shadow options are disabled. ...
Changing the global time dilation in a multiplayer game affects the rate at which actors are considered for replication, and setting it to 0 will even cause replication to stop entirely (unless the ...
The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
[Image Removed] Jira Bot attaches conversation thread from Slack [Image Removed]Ryan Bickell – 2025-01-07 10:54:10 UTC Hello and happy new year! I'm messing with the Landscape component LODBias sett ...
A memory leak occurs in global distance fields when bDisableWorldRendering=true As a workaround until this is fixed, you can disable the logic that checks bUpdatedThisFrame *in *GlobalDistanceField ...
When snapping for frames is turned on, dragging an anim notify state does not result to being snapped on a frame. ...
Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This appears to be a regression issue, as the localization w ...
When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...