Shadows on the surface of SingleLayerWater are heavily pixelated, and don't appear to use bilinear filtering at all. Also tested on //UE5/Release-5.5, CL: 36481335 ...
It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...
Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...
User has reported that access to the console window is locked when using this setup. ...
If a character with a cloth simulation or a mesh with a cloth simulation is in the scene there is wind force that is being applied to the cloth. The only way to remove this is by setting a Wind Dire ...
After setting a particle system component inside blueprint, clicking the "Reset Emitter" button in the details panel does not have any effect on the particle system. ...
If an actor's Simulate Physics and ActorLocation/Rotation properties are set in code the editor will crash immediately upon launch / debug in VS. ...
It looks like maybe CheckDefaultSubobjectsInternal() isn't set up to handle non-native (i.e. Blueprint) class types? As well as AActor::CheckActorComponents() perhaps? ...
In the Beam's Source Module the tooltip for the Source Name is actually the tooltip for the Source Tangent Strength. ...
When you Click the Arrow down to the right of the Launch On button, The texture format for an Android device is showing as a jumbled mix of numbers and letters and not in any specific format. ...