Spot Lights may present with very blocky shadow artefacts when a long attentuation radius is provided with a small cone angle. In extreme cases, this causes the VSMs to invalidate every frame. Notab ...
Bink MediaTextureResource assets cause a graphics API crash, due to a missing UAV flag. The Licensee has proposed a fix to add the TexCreate_UAV flag. ...
The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...
When adding replicated subobjects to the registered subobjects list, you can set replication conditions to control how the subobject is considered for replication. Without Iris enabled, a COND_Initi ...
Trying to use the Evaluate Chooser node in the All Results mode with a chooser table that returns the Subclass Of type results in a compilation error ("Array of Actor Object References is not compat ...
Classes that inherit from FTickableObjectBase are added to the tickable queue by the QueueTickableObjectForAdd function during their construction (see FTickableGameObject::FTickableGameObject). At t ...
If you request a SmartObject slot entrance location and require it to be navigable, it will return a result that does not include the node ref of the nav poly for the entrance to the slot. Instead i ...
In UE versions 5.4 and onwards (as of CL 42589677 in Main), when an Instanced UObject property is defined in an Actor Blueprint, modifying the default value in the Blueprint does not propagate the c ...
Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...
When building reflection captures through the ResavePackages commandlet, it frequently triggers an ensure inside of ReflectionEnvironmentCapture.cpp. If distributed shader builds start causing prob ...