Materials displayed in the material editor do not appear the same as on Windows platform. Edges of the material sphere appear jagged and flicker on Linux rather than being a crisp circular line (se ...
Box Collision component with physics interacts with the player capsule when set to Overlap only. This only seems to happen when both the Box Collision and the player capsule are set to Generate Ove ...
There is an issue where Static meshes in a particle system are not affected by decals, It is unsure if this is intentional behavior or not. This issue does not appear to be a regression Versions ...
Material ambient occlusion does not work with the skylight set to movable. Setting the material to allow static lighting will fix the issue until the level is reloaded. Found in 4.19 CL# 4033788, 4 ...
An assert fires related to the node index for the linked animgraph node being the same as the node index for the root node in the linked anim graph. Can be worked around by commenting out the check ...
We have an issue with artefacting of virtual shadow maps on low poly meshes: [Link Removed] We would like to request a higher polygon version of the sphere for UE5's release/starter content, which ...
Discovered while testing Lyra project for //UE5/Main - Foundation Shelf - FAssetDataGatherer Stall Fix Smoke. This issue is NOT dependent on the shelf and occurs without the unshelved files. This ...
This seems to have regressed because of the fix to [Link Removed]. Because UWorld::InternalGetNetMode now only returns the DemoNetDriver's NetMode when it is recording and in its tick, the multicast ...
Suggested fix from licensee is : PhysAnim.cpp@339 #if 0 FVector RelPos = RecipScale3D * RelTM.GetLocation(); #else FVector RelPos = (BoneIndex == 0) ? RecipScale3D * RelTM.GetLocation() : Rec ...
HISMs cause mobile VR app to crash. Confirmed in 4.23 MAIN @ CL 6829265 ...