A material using the Particle Random Value node returns the same value for every particle drawn by a Niagara Mesh Renderer. Particle transforms are not affected, only the random value. This happens ...
Affects: 5.8 (verified on Release-5.8), Windows, EditorSummary Adding fx.Niagara.DataChannels.Enabled=true to an ini file makes the Niagara editor assert when a Data Channel Read is created. The sa ...
Since 5.8, materials whose Material Domain is Light Function or Post Process no longer preview correctly in the editor. They render as the default material (WorldGridMaterial) instead of the materia ...
With more than one directional light in the scene, ResolvedView.DirectionalLightColor and ResolvedView.DirectionalLightDirection can report the wrong light, or black and a zero vector, while a direc ...
A dotnet crash occurs sporadically with a sigsev or sigbus when running on Mac OS. This is in the dotnet executable itself, and can happen on commands like `dotnet build`, not just on executing the ...
CL 51680020 added an async write in SStandaloneAssetEditorToolkitHost::SaveTabLocation(). This can cause multi-threaded write conflicts on EditorPerProjectUserSettings.ini. As a result, the file mov ...
We are currently upgrading some of our systems from Unreal 5.6 to Unreal 5.8, and we've noticed an issue with Widget animations. In one of our commonly used actors, a Widget animation is queued in t ...
Mesh Terrain recreates the visible section actors when edits are made, and those sections in the editor don't correspond to the ones at runtime, which breaks the ComponentId that the foliage system ...
Context UEnhancedPlayerInput::EvaluateInputComponentDelegates iterates the delegates that triggered this tick. For each one it resolves the action's state via FindActionInstanceData(DelegateAction) ...
When using a Deferred Decal material on an assets with ISM Runtime Cell Transformers, flickering occurs when static mesh and instanced static mesh components are in the frame using the same decal ma ...