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 ...
This issue is the same as [Link Removed], but it causes confusion for developers because only Nanite ISM are rendered correctly since UE5. . ...
When attempting to drag and drop an actor from the Content Browser into the level viewport during PIE, the actor is not placed at the mouse cursor location if the Player Controller is attached. Inst ...
In a Developer Settings Class, Boolean properties marked with InlineEditConditionToggle do not get written to the associated settings .ini file, preventing configuration settings from being saved pr ...
Lighting on distant meshes flickers when using Lumen and Skylights. Turning Lumen off and lighting from the skylight is stable. Turning off Lumen screen traces also lowers the amount of flickering ...
In UE latest release (5.5 launcher version), Enhanced Input Actions mapped to "Any Key" stop responding after scrolling the mouse wheel. Specifically, scrolling either up or down disables the Any Ke ...
When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...
When Megalights is enabled, light can leak into areas that should be occluded for lights with smallish (5.0) source length and source size. [Image Removed][Image Removed] This was taken with r.Ray ...
When Global Illumination is set to “None” in the project settings the ambient occlusion does not correctly render shadows for moving objects. This has been observed in versions 5.4 and above. ...