Left eye shadow dithering stops working at a certain distance away from the light. To recreate this behavior with any project, follow those steps: Create an empty levelAdd a static mesh and a backd ...
When rendering a single Level Sequence with MRQ, removing the Level Sequence that is actively rendering will create an array out of bounds exception. Also confirmed in //UE5/Main, CL: 36086643 ...
This behaviour was introduced in the following changelists in 5.3: CLs 25371706 and 25407985 https://github.com/EpicGames/UnrealEngine/commit/6e985ceeb98bc0d166756ccd3e3c0b0350d02265https://github. ...
While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...
LoopAndReset preview option is broken after one loop for anim composites ...
Something is wrong with the TargetInfo.json file generated when they are some Marketplace plugin installed. The client reported this workaround: Backup the plugins found in Engine\Plugins\Marketp ...
We seem to be setting the InverseInertia to zero, even though the InverseMass is non-zero. FPBDJointUtilities::ConditionInverseMassAndInertia assumes that the inverse inertia is only zero if the in ...
The navigation system has errors in the log for agents still being mapped to navigation data in CleanUp. This appears to stem from agent step height being recalculated in ARecastNavMesh::SetConfig i ...
From licensee:"[...] the issue is that ActorsReferencesUtils::GetActorReferences (/FArchiveGatherExternalActorRefs) will only analyze a reference to an object (/actor) once, if it's editor only the ...
This is an issue with the sequencer model, it does not clear its bPopulated flag so doesn't allow for changing the frame-rate to a non-compatible (multiple/factor off FPS). ...