Forum user noted that emissive lighting being built with GPU Lightmass is in fact being built, just not around the mesh, but in a larger radius and with reduced strength compared to 5.1.1. They foun ...
The Make Bitmask node uses the flag index rather than the flag mask value unless the enum has the UseEnumValuesAsMaskValuesInEditor meta specifier. UserDefinedEnums in the editor don't support this ...
There is a workaround to set r.VolumetricRenderTarget.Mode=1. The lines appear to be coming from the temporal component of the Volumetric Clouds. Each frame, the lines are merged in from the previou ...
Failure occurs at compile time during GC when the replacement component that we create is being destroyed. This component includes the BillboardComponent instance that's attached to the scene compon ...
Subsurface material rendered in preview window has too intense subsurface scattering or strange artifact. However, it shows no error in Play in Editor. After disabling the contact shadow in PIE, abl ...
GPU particles were disabled on Quest 1 due to a compute issue. We need to validate / fix issues for Quest 2 / Quest 3. Reported in [Link Removed] ...
The issue is encountered when streaming a world partition an actor with an AChildActorComponent which generates 2 instances instead of one when run as a client in the editor. This behavior does not ...
This is a quality-of-life issue for UE users. The issue was also detailed by the UDN user in a video in the linked UDN case. The Blueprint Editor provides an "Override Function" functionality in th ...