UDIN virtual textures appear to have row 0 (U coordinate [0 - 1) swapped to the other side of the texture vertically. ...
Substrate materials have a thin border of black pixels between slabs. These lines can be made more apparent by changing the Diffuse Albedo color of the two slabs to pure white. This will remove the ...
Context State Tree Tasks have a configurable default value 'Should State Change on Reselect' which controls whether the task receives a EnterState/ExitState if completion of the current state is fo ...
TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...
After compile, spawnable actor is stuck in spawned state ...
When switching between windowed and fullscreen modes during runtime the mouse position is reported incorrectly. Eg. A button with a hover over effect will play the effect when the mouse is near but ...
When an object is created procedurally with code and placed into the editor the collision analyzer will detect the object properly. If the object is then moved to another part of the level the coll ...
overlap events do not fire when collision components such as sphere or capsule collision components are added to a vehicle blueprint. Overlap events seem to register if the component overlaps with o ...
When a raw NavModifierComponent gets added to a character it cuts a hole in the navmesh (as expected) but doesn't update the location with character's movement. And it should. ...
If you have a Blueprint with a pre-existing component, then add that to a map, and copy it, OnHit events in the COPY will also trigger in the ORIGINAL. According to the licensee, this happens with ...