Translucent deferred decal materials look different when setting their specular material attribute directly on the material node versus setting it via a constant node ...
This is a regression since 5.5 with skeletal meshes where morph target normal/tangent deformation only works when a mesh is imported as a LOD of an existing skeletal mesh, but not when imported as L ...
Landscape visualizers do not work on Nanite Landscapes. Also tested in //UE5/Main/, CL: 48569009 The licensee has provided a patch file with a potential fix. ...
Global parameters disappear from the binding list when a soft object reference is present. Pulling up the binding menu shows nothing for Parameters when there are only object references in the ST as ...
USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup properties in same PhysAsset, will cause call OwningPhysAsset-> ...
[Link Removed] The workaround is as I posted in the UDN, to override the viewport client or to make a custom slate input mapping to change this behavior. But, there is a bug with that unmapping/l ...
Geometry Collections (GC) built with "Use Root Proxies" rendering/transform positions ignore the original root node rotation and can lead to unexpected behaviors. If the root node of the GC was rot ...
When "r.CreateShadersOnLoad" is enabled, cooking will crash due to failure to create a shader. This occurs on //UE5/Release-5.5, CL: 41545209 and //UE5/Release-5.6, CL: 45232827 ...
Skeletal meshes with disabled mesh sections will flicker in the Hardware Ray Tracing Scene. Also tested on //UE/Release-5.6, CL:45232827 ...