Destructible mesh's location will not be updated when added to sequencer directly from content browser, unless two different locations are keyed on the transform track of the mesh. We found the bug ...
Warning when running the packet notify test, regarding missed acks. ...
When trying to trigger vibration through the Play Dynamic Force Feedback node, nothing happens on Android. I tested this on Windows as well with an Xbox Series X controller connected, and the vibrat ...
Some pixels at the edge between cascaded shadow maps and distance field shadows can be skipped by both, leading to unshadowed pixels. Licensee reports the bug happening in 5.3 as well. Test project ...
Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...
The value of MaterialExpressionTwoSidedSign is flipped when calculating the Opacity Mask for Nanite meshes. This seems to be a regression in 5.5. ...
The setting for Replication on a Blueprint variable resets to None of the Blueprint's parent BP is compiled. ...
When a UPROPERTY() macro is changed and the recompiled, the hot reload in the editor will cause any BP based on the class to lose certain aspects of the Detail panel such as the actor's transform. ...
Static meshes lose their static mesh reference when alt-dragged in viewport. This only occurs if the mesh is located in a filepath containing square brackets ( [] ) within the filepath name. Additio ...