When using constraints with layered control rigs, you get jitter on the constrained object. ...
While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...
When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...
Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints. Frequency: 5/5 Notes If nativize blueprints is turned off, the packaged project wor ...
Attempting to add an instance to an Instance Static Mesh Component at runtime through code causes the editor to crash. ...
Currently no user comments on crashreporter Similar issue crashing in landscape file: [Link Removed] Logged this issue separately but wanted to provide that information. ...
Licensee reports change of behaviour between UE4 and UE5 when reimporting a mesh after changing its lightmap build settings. Change of behaviour occurred in 17404767, which was to fix a similar pro ...
When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...
Overlapping isn't updated on replicated components after SetWorldTransform. Updating the transform on the Actor itself updates the overlapping as expected. Reproduced in 4.10 and Main (CL# 2798114) ...
Nanite Tessellation displacement direction is incorrect for landscapes with non-uniform scales. It seems to use the normal from the unscaled landscape, which can result in the displacement causing t ...