Black flickering on Mesh particles when set to a non-default Facing Mode or using Orient Mesh to Vector and when using Particle Position in the Material's World Position Offset ...
Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...
When the game window is maximized on any monitor other than the left most monitor, the mouse will not interact with the game window. ...
It looks like the SSAO shader does not clamp its sample space to the half view size for the two inputs "Ambient Occlusion" and "AmbientOcclusionSetup", leading to invalid data entering the edge of f ...
Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. Other Notes:Any ongoing Input operations gets forced to their "Completed" operation I cr ...
Custom depth does not render on static meshes converted to blueprint without render custom depth option enabled. This issue does not affect objects that are added as a component to a blueprint. To w ...
The licensee has noticed that local variables of type InstancedStruct return nullptr. The setup is a verification of the behavior. Class variables work normally. I've tested this behavior on every v ...
MacroUVs are breaking when using the Override System MacroUV option in the Required Module. Using System MacroUVs:[Image Removed] Using Override System MacroUVs:[Image Removed] Also Tested and Re ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...