We are building levels where we spawn in Level Instance actors at runtime that have World Partition enabled into a Persistent level that also has World Partition enabled. What we have noticed though ...
This issue occurs when “Auto Register with Budget Allocator” is enabled for the skeletal mesh. Unchecking “Auto Register with Budget Allocator” seems to resolve the issue. Adding the following to th ...
In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...
A PCG actor is assigned to a DataLayer and placed inside a Level Instance. Then that Level Instance is placed into a World Partition map. When the SpawnActor node in the PCG graph is set to MergePCG ...
In the Enhanced Input System, when using a UInputTriggerChordAction to define a chorded input (e.g., Shift + W), the automatic chord blocking system (UInputTriggerChordBlocker) only functions correc ...
Encountered an issue where local lights appear to be broken when baking lighting with GPU Lightmass. See screenshots attached. Tested regression in //UE5/Release-5.5 @ CL40574608 and the issue does ...
When a Nanite skeletal mesh has a virtual bone the engine can crash when changing LODs ...
In Unreal Engine, materials can expose parameters that can then be modified via instances (MaterialInstanceConstant). The UMaterialEditingLibrary provides several functions to modify these parameter ...
Since Unreal Engine 5.5 stationary lights have stopped working with GPU Lightmass when using Cascaded Shadow Maps. With Virtual Shadow Maps enabled on the project, GPU Lightmass works. This issue d ...
When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...