Shadow casting is still considered when the lighting intensity has been set to 0. This is a regression in performance from 4.12.5 where a lights intensity that was set to 0 would not be considered ...
Repro Rate: 5/5 Summary: When opening a Project in UE version 5.1.0 with Nvidia GFX driver version ###, the user is notified that there are known issues with this driver through a pop-up:WARNING: K ...
Setting a parent and child static mesh scale to negative effects the rotation on child movement This is a regression. Worked in 4.11.2. User Description: We have a simple project example (see att ...
When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...
VSCode finds intellisense errors in Project source files: cannot open source file "UBT_COMPILED_PLATFORM/UBT_COMPILED_PLATFORMPlatformCompilerPreSetup.h" Similar to [Link Removed], but that was onl ...
While using the commandlet for RebuildPackages with -BuildLighting and having any sub-levels with level transforms will be added to the current position each time this commandlet is run. As an exa ...
[2024.08.30-22.12.22:384][ 73]LogWindows: Error: appError called: Assertion failed: CurrentGPUVirtualAddress != 0 [Link Removed] [Line: 659] Disabling shader optimisation can crash the editor when ...
Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...
This issue was originally reported specifically for Destructibles, but it appears to affect Skeletal Meshes, and static meshes when selected. When "Render in Main Pass" has been disabled skeletal an ...
UnkownRef Mips is meant to fix/workaround the problem where some textures are used for rendering but they don't have any component references them (such as texture used by PP effects) These UnkownR ...