The expected behavior for the attached project is to highlight meshes / portions of meshes that are obstructed from view. When using MSAA, the entire mesh is highlighted rather than only the obstru ...
Issue reported by one of our licensee on the Japanese UDN https://udn.unrealengine.com/questions/480660/view.html ...
Changing the screen settings to Fullscreen through code or blueprints results in a crash. This only happens in the source version of 4.23 and does not occur in the binary version of 4.23. I have att ...
Spline Mesh Components lose their collision in a packaged game when spawning them at runtime, or modifying them via 'Set Start and End' function at runtime. ...
This bug causes an editor crash. This crash occurs when changing the default values of a UStructs properties that are used as EditConditions, when they are set to InlineEditConditionToggle within a ...
Ambient Light on Volumetric Clouds from Sky Atmosphere always is calculated as if the clouds are at the north pole of the planet. Using a sphere-shaped Sky Atmosphere and Volumetric Clouds causes t ...
Starting in Unreal Engine 5.6, disabling "r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal" can lead to light leaking between adjacent or overlapping meshes. Also tested on Release-5.6, CL: 4523 ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...