Using the "end" key on foliage selected with collision preset to "BlockAll" and the mesh collision complexity set to "Use simple Collision as Complex", the foliage will not move. This is wrong becau ...
In Game Input, the buttons for different thumbstick and trigger digital events (i.e. RightStickUp, LeftStickUp, LeftStickRight, etc) can actually fire multiple times in a single frame, even though w ...
This issue was reported through a UDN. Licensee mentioned that they are seeing a hole in their Nanite mesh at as they move away from it. Using the Nanite debug view we observe at a certain distance ...
In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...
Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale. The licensee has reported and presented a repro project that displays the erratic behavior of ...
Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior. In the repro project provided (see addl in ...
The call to UpdateInstanceTransform within UInstancedStaticMeshComponent::UpdateInstanceTransformById(..) sends bTeleport in place of bMarkRenderStateDirty that was added as part of Unreal Engine 5. ...
Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...