When a commandlet is run it successfully completes but does not terminate the engine correctly. It appears that multiple requests are made to terminate the engine process these subsequent engine ter ...
InfiltratorDemo rendering is entirely broken on 10.11.6 using AMD GPUs when the shaders are compiled to byte code using the Xcode 8 Beta 2 toolchain. This does not appear to occur with the Xcode 7.3 ...
"Content Browser 1" auto-hides if opened with the Level Editor, and has inconsistent docking behavior under the conditions caused by the repro steps above. The root of the problem seems to be that ...
Foliage LOD's Screen Size Can't be Set Higher Than 1.5 Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 4827620, 5.1 CL 20024840 ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
I was able to reproduce this issue 4/4 times, and initially started in version 4.26 to determine if this issue was a regression or not. When copying a 4.27 copied project into 5.0 or 5.1, the 4.27 w ...
Lighting does not properly affect landscapes that are below another landscape, even after static lighting resolution is increased. This results in some areas that should be completely shadowed to ha ...
An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
The scale for the VR editor does not return to 1:1 after teleporting as stated in the documentation. The scale remains the same after teleportation. Docs link: https://docs.unrealengine.com/latest ...