The problem appears to occur when the distance from an edge is mixed with positive and negative values in VectorEPA function. The following workaround is suggested that uses absolute values of dista ...
Editor performance plummets when moving BSP brushes in a level with several other BSP brushes present. Navmesh regeneration is the main cause as the full bounds for all BSP are used to determine whi ...
When using UE_VLOG events in blueprint or in code, the rewind debugger does not show those events visually on the track or output those events to the details view. ...
When there is a blended camera cut and the sequences playrate is changed, the camera blend time will not match the new rate and play incorrectly. ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...
Foreground debug lines are cleared each frame and as a result, dissapear when PIE is paused (even if no persistence is supported, the lines sould be drawn if PIE is paused). We need support for pers ...
In UE 5.5 (and earlier versions), FCollisionResponse::operator== has incorrect behavior where it will detect that two collision response containers are identical if they have the same number of entr ...
There is a small flicker on a looping single camera sequence where the camera doesn't move. Because the camera is static, you would not expect to see a flicker in lighting conditions. ...
When using the ForceSuccess decorator on a Run Behavior task which also has an abort decorator, the Force Success node cannot make the task return succeeded when the abort is triggered. This means t ...
TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...