Reported from UDN With RT Translucency and Reflections enabled, Thin Translucent rendering is incorrect on PS5 in UE 5.3 ...
The serialization code for the motion matching database has a check that will fail if a property has the IgnoreForMemberInitializationTestName meta tag. Niagara emitters contain a property that has ...
Following code works as a work around : void SFbxSceneStaticMeshReimportListView::OnChangedOverrideOptions(TSharedPtr<FString> ItemSelected, ESelectInfo::Type SelectInfo) { #if 0 check(ItemSele ...
USplineMeshComponent::CalcBounds function should be returning an FBoxSphereBounds type, but in the implementation it instead outputs an FBox. This may result in the returning of invalid results, esp ...
When DitheredLODTransition is enabled for HierarchicalInstancedStaticMesh, in the previous version (5.1.1), dithering was applied during fade-in/fade-out, but in 5.4.3, dithering is not applied duri ...
The base color is brighter on Nanite meshes than non-Nanite meshes when GBuffer Format is set to "Force 16-bits per channel" (r.GBufferFormat 5) even though the meshes are using the same material. ...
In levels where "WorldPartitionRuntimeHashSet" is specified as the runtime hash class, the world partition may not be correctly visible only in the package. This issue is reproduced only in packaged ...
Due to a missing string in CompressionLevelNameMap in OodleDataCompression.cpp, it is possible for LevelName to be left uninitialised after parsing the compression effort, which causes a crash when ...