Spawning an actor with Chaos cloth causes a hitch when LODs or Self-Collision are enabled on the cloth. LODs and Self-Collision seem to compound the issue. Self-Collision requires a collision simul ...
If Surround 2D is set as the Non Spatialized Radius Mode, there is no fallback option if the user's output is not a surround format (eg stereo). There is also nothing communicated in the Tool Tip. ...
PCG graph callbacks in BP do not appear to get called correctly after the blueprint is compiled. ...
When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...
In 4.27, ray traced point lights can leak through thin meshes. This bug does not exist in Unreal Engine 5, due to many of the potential rendering areas being fundamentally changed. ...
Large texture crashes during Oodle compression with "-stompmalloc". It appears to be an internal Oodle error. Also tested on //UE5/Release-5.5/, CL: 37463908 ...
There is a mismatch in between the input and output value of vertex colors painted using the "Modeling Mode" vertex painting tool. The example in the licensee's case is that if they wanted a 0.25f v ...
The mesh changes and the asset name stays the same while the two FBX are completly different: different filename, different mesh names in the FBX CF video for repro steps. https://forums.unreale ...
When the RHIGetAvailableResolutions function fills the array that is passed in as the first argument, it will end up filling some slots with duplicate resolutions (including refresh rate) when the b ...
Blueprints that have been updated from previous engine versions lose components if duplicated. The original blueprint retains all components but all duplicates lose them. ...