NaniteBuilder uses an int8 type for ExternalEdges and counts adjacency with a int32. The bug stems for the cast to int8 when adding the adjacency count into the ExternalEdges array. The precision l ...
PCG graph callbacks in BP do not appear to get called correctly after the blueprint is compiled. ...
Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...
The world position offset input of the result node does not behave consistently. There is an obvious visual difference between the setting it by connecting a float3 color constant, versus setting th ...
UE allows actors to be attached to other actors. More precisely, it allows the root component of an actor (child) to be attached to any component of another actor (parent). From now on, "parent" and ...
Packaged projects on 5.4.2 (DebugGame) crash immediately on startup when it is opened through the command line using the global logging very-verbose argument. ...
Using custom primitive data as an input in a UI material causes the engine to crash in the RHI thread. The exact crash is "Missing uniform buffer at slot 1, stage SF_Pixel." at Engine\Source\Runtime ...
In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...
GPU Lightmass does not support bounce lighting from landscapes, but CPU Lightmass does. ...