Calling "FStaticMeshCompiler::FinishCompilation" on multiple assets simultaneously can cause a hang. Also tested on //UE5/Release-5.5, CL: 36784631 ...
The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...
Large texture crashes during Oodle compression with "-stompmalloc". It appears to be an internal Oodle error. Also tested on //UE5/Release-5.5/, CL: 37463908 ...
When rendering a Light Function into the Translucency Lighting Volume, the World Position Material Expression returns the position relative to the Camera (unrotated), not the World. This can be mor ...
Light injection into the Translucent Light Grid voxels does not use the correct location for clipping or attenuation. Both of these points are outside the voxel that is being updated. Light attenua ...
Sampling Cloud Shadows when rendering the Sky Atmosphere can incorrectly assume that the view is located at the planet's North Pole. This causes distortion in the shadows when using a sphere-shaped ...
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 ...
Substrate Materials do not use Screen-Space reflections. Instead, they do not have any reflections (indirect specular) on the surface. ...
Since UE5.5, RegisterComponent has been called during cook process, So unnecessarily references from DMXLibrary to DMXComponent has been added. There is a workaround to avoid adding references : ...
Suggested fix from licensee is : PhysAnim.cpp@339 #if 0 FVector RelPos = RecipScale3D * RelTM.GetLocation(); #else FVector RelPos = (BoneIndex == 0) ? RecipScale3D * RelTM.GetLocation() : Rec ...