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 ...
Licensees have reported failed multi-thread access code for NavElementAccessDetector in complex levels that have not finished compilation of their static meshes. The eventual failed check is inside ...
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. ...
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. ...
A Redistribute file for VS 2015 is needed to build lightmass, but this is not currently included with the engine. If a user does not have VS 2015 installed, lightmass will fail with this error: Un ...
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. ...