Problems with shadows on transluscent materials

UE - Rendering Architecture - Sep 24, 2024

Shadows on the surface of SingleLayerWater are heavily pixelated, and don't appear to use bilinear filtering at all. Also tested on //UE5/Release-5.5, CL: 36481335 ...

FStaticMeshCompiler::FinishCompilation stalls when compiling multiple meshes.

UE - CoreTech - Oct 7, 2024

Calling "FStaticMeshCompiler::FinishCompilation" on multiple assets simultaneously can cause a hang. Also tested on //UE5/Release-5.5, CL: 36784631 ...

Interchange: Forcing "Bind Pose Time Zero" to true doesn't always give good result

UE - Editor - Content Pipeline - Import and Export - Nov 6, 2024

When using the legacy fbx importer with time zero option to true the skinning is good. So its a regression. Would be awesome if it can be fix in 5.5.1 ...

Copying a BP function with split pins creates all individual params of the struct, instead of making the parent struct

UE - Gameplay - Blueprint Editor - Oct 3, 2021

This occurs in UE5/EA and in Release-5.0 ...

PlayerController::PlayDynamicForceFeedback called through code does not fire

UE - Gameplay - Input - Feb 25, 2016

Calling PlayDynamicForceFeedback in code does not affect controller rumble. ...

FBX sdk give wrong normals when compile with Visual Studio 17.4.1

UE - Editor - Content Pipeline - Import and Export - Nov 24, 2022

At the time this Jira is created, UE 5.1 and 5.2 is using VS 17.3.6 which is working correctly. any update after should repro the issue. ...

Console history in packaged game is not saved

UE - CoreTech - Jul 25, 2023

Console history is saved correctly in 5.1. The cause is input.ini in EnhancedInput and InputDebugging added in 5.2. Removing these files are a work around. ...

CSM Shadows disappearing at larger coordinates with different FOVs

UE - Graphics Features - Shadows - Apr 5, 2024

Cascaded shadows disappear at some FOVs when far from the world origin. This behavior was not present in 5.2. Also found in CL: 32690246 in Release-5.4 ...

Performance concerns with control rig component initialization

UE - Anim - Rigging - Control Rig - May 18, 2023

Report from a licensee that InitializeControlRigComponent using CR_Frame_Destructible in city sample is taking a lot of frame time.  It seems that a lot of time is being spent hashing and also URigV ...

Physics Thruster has no effect on destruction mesh

UE - Simulation - Physics - Destruction - Apr 13, 2015

Physics Thruster actor does not affect destruction meshes that it is attached to. ...