FVirtualTextureBuiltData::GetNumMips() can return 1 fewer mip than it should due to a potential clamping issue at the end of FVirtualTextureBuilderDerivedInfo::InitializeFromBuildSettings() where it ...
Previously, all Unreal Types generated by python scripts would be created inside package "/Engine/PythonTypes". This was changed by [CL 32478991 in ue5-main branch], which meant to "remove the restr ...
As per the steps to reproduce, Keep Simulation Changes will often only copy back the most recent property changed on a simulating Actor back to the version of the Actor in the Editor level. It is no ...
Some Presentations containing Phasing will display all phases simultaneously in the Twinmotion Cloud after the Presentation is launched. Issue is consistently reproducible for affected Presentati ...
When disabling Occlusion Culling, Components will not have their Last Render Time updated. ...
The call to UpdateInstanceTransform within UInstancedStaticMeshComponent::UpdateInstanceTransformById(..) sends bTeleport in place of bMarkRenderStateDirty that was added as part of Unreal Engine 5. ...
We've started seeing a crash in editor when re-importing one of our assets. <pre class="ql-syntax">Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 783] Array index out of ...
A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...
Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...
If an actor that is set up to use an anim blueprint is used in the sequencer, then a property on the skeletal mesh is changed in the sequencer details panel. The actor will not evaluate any animatio ...