From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...
When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...
This is an issue with how FPropertyValueImpl::ResetToDefault works: it uses GetDefaultValueAsString to reset the default value. This is problematic because the LexToString function that is eventuall ...
Even after manually Deactivating a Niagara component, this Niagara component may be revived under certain conditions. This issue occurs when the following conditions are met before the Deactivated N ...
When blueprints are compiled, instances of those blueprints have their attachments detached and then reattached. Reattachments always occur on the RootComponent regardless of which component they we ...
When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame. In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...
Context In Behavior Trees, BT Services can be added to nodes. Those services can have configurable FBlackboardKeySelectors. BlackboardKeys are variables on a blackboard that the behavior tree can r ...
We have found an issue where children of editor-only actors get wrong transforms in PIE and cooked builds when placed inside level instances. This affects both engine version 5.5 and 5.6. The issue ...
When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...
This is a regression, it worked correctly up to UE 5.4, but repros on UE 5.5 and 5.6. Also, this seems related to [Link Removed], which was fixed by CL 40649716/40649749 and integrated into UE 5.6, ...