When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux. In Engine ...
When removing gameplay effects by tag, if the tag that is being removed has other tags that are dependent on it in a cyclical way an "array out of bounds ' error can be triggered. ...
Nanite Tessellation displacement direction is incorrect for landscapes with non-uniform scales. It seems to use the normal from the unscaled landscape, which can result in the displacement causing t ...
Summary In UE 5.7.4, when a looping BlendSpace with Match Sync Phases enabled plays as a SyncGroup Leader and crosses its loop boundary during a transition to an external AnimSequenceFollower in th ...
Workaround: Construct the DefaultSubobject with ... = CreateDefaultSubobject<UMassAgentComponent>(TEXT("MASS"), true); The issue appears to be that the DefaultSubobject holds a pointer to the CDO ...
When tearing down a nanite project with the nullrhi active, there is a crash in the FeedbackManager destructor that causes any exit to be unclean. The teardown process causes a crash as the destruc ...
A licensee is reporting that using a loading screen with the incremental garbage collector can result in a dead lock when a loading screen is displayed. The licensee found out that: -------------- ...
The world position offset input of the result node does not behave consistently. There is an obvious visual difference between the setting it by connecting a float3 color constant, versus setting th ...
Skeletal meshes with disabled mesh sections will flicker in the Hardware Ray Tracing Scene. Also tested on //UE/Release-5.6, CL:45232827 ...