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When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...
A crash inside Unreal Engine Editor version 5.4.4 occurs when reproducing a Level Sequence while in PIE. This issue is a regression. It only crashes in version 5.4.4. It was working correctly in ver ...
Currently, the Property Matrix does not seem to support Details Customizations. As a result, when a Static Mesh asset is edited using the Property Matrix, the "Collision Presets" combo box does not ...
FSuggestProjectileVelocityParameters was introduced in 5.4 and has a FCollisionResponseParams member that's initialized as a mutable reference to FCollisionResponseParams::DefaultResponseParam. str ...
FindTextInLocalizationTable can't find a translation to an entry when the translation is the same as the looked up key because FTextLocalizationManager::DisplayStringLookupTable don't keep entries t ...
Crumbling Geometry collection do not render for one frame when child clusters crumble. In the repro project a 4 particle GC is told to crumble. The single GeometryCollectionActor is then split into ...
The user also describes not being able to tell the difference between a force feedback value of 0.3 and 1,0 on iPhones Note: This is likely an issue somewhere in FIOSInputInterface::SetForceFeedb ...
When using a Translucent or Modulate blend mode decal, the underlying shadow may become visible with VSMs, RT Shadows, and with the Pathtracer. When no normal is applied and a sphere is used to tes ...
When reimporting meshes with changes to their material sections, specifically additions, there is no indication that there will be an issue on output of a generated mesh. Ideally, we can watch for a ...