This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...
When adding a sub level with world partition streaming to a main level where the streaming is also enabled, setting* Level Behavior* of the sub level to Standalone, and saving the result, in the fir ...
In 5.5, there is a regression with baked lighting where static lights become stationary lights when a level is hidden and then made visible again. This happens in packaged builds and shows up as sta ...
Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder n ...
In UNiagaraComponentPool::ReclaimWorldParticleSystem, the cleanup loop for WorldParticleSystemPools calls KillUnusedComponents with the reclaimed component's NiagaraSystem (Asset) instead of the sys ...
Beetles no longer swarm on demo station mesh (only on the ground underneath), and beetles walks inside the head mesh more often than they did in UE4. ...
Encode71 and Decode71 in DeferredShadingCommon.ush are functions that convert 8-bit values to 7-bit values and mask values, and licensees have reported that the accuracy is insufficient when usi ...
Context: Similar to parameters in the Material editor, PCG Graph Parameters are user created overridable values and can help create customizable graphs for a variety of situations. Problem: The l ...
A PCG actor is assigned to a DataLayer and placed inside a Level Instance. Then that Level Instance is placed into a World Partition map. When the SpawnActor node in the PCG graph is set to MergePCG ...
Encountered an issue where local lights appear to be broken when baking lighting with GPU Lightmass. See screenshots attached. Tested regression in //UE5/Release-5.5 @ CL40574608 and the issue does ...