Rewind debugger sometimes behaves incorrectly during lod switches. Users have found this on a metahuman. ...
This problem can be reproduced with UE5.3 even after applying fix [Link Removed]. We have verified this issue with UE5.1 and it is not reproduced. ...
Callbacks for the Tonemap's afterpass that return identity return black screen unless there is a post-process material. ...
Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...
Generated from CrashReporter Logs can be obtained via Crash Reporter ...
Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...
Search results in component pickers do not show up unless they match both the name of the actor and the component, this is because FActorHierarchy::CreateWorldChildren ends up calling Mode->CreateIt ...
The Level Visibility tracks part of a Subsequence are turned off every time you save the Leve Sequence. It does not happen if Level Visibility tracks are added in the main Sequence. ...
A crash from bad memory access can happen when clearing the textures in a Texture2DArray asset. This appears to be because the order of operations when deleting the platform data is: ``` if (Privat ...