Asset Details > Additive Settings when retargeting are copied over but reference to the animation sequence that was used in the original is kept. Batch retargeting process correctly identifies that ...
In FMaterialInstanceEditor::RefreshOnScreenMessages, there is a check for sRGB on Normal and Mask samplers. The issue is the check uses a TextureCompressionSettings enum cast to EMaterialSamplerTyp ...
The Niagara viewport will crash when rendering opaque sprites if Mobile Multi View and the mobile preview are enabled. Additive materials do no crash, and if the viewport is not set to lit it does ...
A dark square appears in the direction of a spotlight on hair when the spotlight has no shadow. [Image Removed] In UE 5.4 the dark square is visible when the spotlight has no shadow, and a light s ...
With Iris enabled, the ItemMap is populated correctly only on the next frame, but it is empty during the callback. This differs from the behavior of the current system, where the ItemMap is populat ...
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 ...
Using Streaming Virtual Textures for the lower mips of an RVT using Base Color, Roughness, Normal seemingly leads to both roughness and normal being sampled as 0. This causes a significant shading a ...
Because the component's subobjects are replicated before the component, the content block for the subobject is received before the component has been created on the client. Since this subobject is c ...
After using the Begin Scan, the application does not show anything with the camera, though it should be noted that you can still find, select planes and then place the model on it. For now the bug w ...