FAnimNode_BlendListByEnum assumes that values within a custom enum type are sequential (ie. the index 0 = value 0, index 1 = value 1). But this is not true of all custom enum types, for example: U ...
In some situations, a Blueprint can become devoid of an Event Graph, or be created without one from the start. For example, function "FKismetEditorUtilities::CreateBlueprint()" in UE 5.4 does not ca ...
When a realistic sun Lux value of 20,000 for the sun directional light, interior light leaking is much more pronounced then when using the default directional light Lux value of 10 Lux. ...
This behaviour was working correctly in version 5.3. This issue happens inside an InputMappingContext DataAsset from the EnhancedInput system. We need at least two mappings entries. One of the entri ...
DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...
When ray-traced shadows are enabled, the shadow for a completely translucent mesh appears when the LOD changes based on distance. ...
Changes to the hit test grid of an invalidation panel while caching is disabled won't be respected when caching is reenabled. This can cause interactive widgets such as buttons who were set to colla ...
Users have come across an issue in 5.4 that causes an assert when many foliage or HISM objects are placed in a level due to a cell size limit. ...
In order to fix a major issue involving dissapearing actors during cook, we added instancing context duplication in 31925640. This actually undoes the optimization made from 26543720 Both reported ...
The logic for data validation on UGameplayEffectComponent expects it to be owned by a UGameplayEffect. Any Blueprint derived from UGameplayEffectUIData (child of UGameplayEffectComponent) fails this ...