First Person Scale and First Person Field of View on camera components do not apply to the depth prepass when rendering First Person View meshes, leading to a mismatch between the depth pre-pass and ...
The value of MaterialExpressionTwoSidedSign is flipped when calculating the Opacity Mask for Nanite meshes. This seems to be a regression in 5.5. ...
Found in 1.5.1.118081 Project: [Link Removed] Message from customer: "The problem occurs when using the texture reprojection tool on a surface scan to bake model details onto a simple bake plane ...
A licensee has reached out to us to inform us that the logic for preloading at times fails to account for adaptive virtual textures when the requested mip level is not in the shared AllocatedVirtual ...
When using Chooser Tables, the Gameplay Tag type cannot be bound through the column header UI. Clicking a column header for a different property (ie: bool or float) correctly shows the binding popup ...
Context: When editing SplineComponents in the level viewport, right clicking a spline point has a context menu action "Snap to nearest spline point". Problem: The problem is, Snap to nearest spline ...
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 ...