DESCRIPTION: When importing a mesh created with Maya then saving, closing, and reopening the editor, if you add a LOD via the right mouse menu or mesh editor will result in the LOD importing -90 rot ...
This is simple, but maybe hard to explain, so hear with me. I've attached a sample project and Repro Steps below in case it's not clear. Basically: 1. Make BP_Parent with an unassigned Mesh (Stati ...
I've attached a project with the necessary materials that demonstrate this issue. I would expect that just because a Set Material Attributes node is inside a material graph it wouldn't affect the de ...
This comes from this UDN : [Link Removed] It occurs with this setup : [Image Removed] , where Set Material Attributes expressions act as inputs to the Landscape Layer Blend material expression. ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
There are issues with the way Physics is being handled with physical materials. Having a physical material setup with a restitution of 1 and a high max depenetration value will result in no bounce. ...
BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...
This is a regression as the issue does not occur in //UE5/Release-5.1.1 - CL 23901901 ...
This looks like it can be fixed with an early-out when the passed array of indices is empty. Log:[2024.01.03-16.38.36:091][291]LogOutputDevice: Warning: Script Stack (1 frames) : /Game/BP_Crashy.B ...
In Unreal 5.6, there's a new CVar: r.DOF.TAA.CoCBilateralFilterStrength, which should help with ghosting artifacts introduced by TAA in DOF passes. However, it doesn't work as expected since many gh ...