Texture format override to BGRA8 due to changes in CL-30603716. The following code can restore the previous behavior. void FShadowMapPendingTexture::StartEncoding(ULevel* LightingScenario, ITexture ...
Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...
A cube constrained to a physics actor will start to jitter uncontrollably when interacted with. (see attached media and repro steps for more details) Tested in the following //UE5-Release-5.3-CL ...
Since Landscape actors are created by the PartitionActorSubsystem, it is currently not allowed to manually change the DataLayers of existing Landscape Actors. We need to provide a Tool to allow cha ...
Context The property 'DefaultStartingData' in AbilitySystemComponent can be configured from blueprint to spawn default attribute sets. This happens OnRegister. For runtime spawned actors like pawns ...
This bug is critical since it can broke bone name reference between [animations, physics asset, curves, ...] and skeletal mesh bone name ...
Instanced Static Meshes will have incorrect velocity if a Material uses World Position Offset. Fixed WPO in a material causes significant velocity on the ISM. This was also replicated in //UE5/Rele ...
The Transparent materials like the Glass don't behave correctly in Raster (in PT is working as expected). They are visible in Alpha with Holdout. This is an Engine limitation for now. But we sho ...
When a user deletes a Niagara User Parameter within the Niagara System editor window, attempting to create a new parameter with the same name immediately after deletion results in an error. Despite ...
Here is a snap shot of the propose UDN change: TRACE_CPUPROFILER_EVENT_SCOPE(ValidateTextureOverridesForPIE); TSet<UMaterialInterface*> ProcessedMaterials;TArray<UPrimitiveComponent*> Components; ...