The user has come across various issues with using nested blueprint structs within a data table. The first issue relates to changing a variable in a child struct and setting it back then saving, cau ...
When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...
Using Streaming Virtual Textures for the lower mips of an RVT using Base Color, Roughness, Normal seemingly leads to both roughness and normal being sampled as 0. This causes a significant shading a ...
It's happening when exported models have over 150 million triangles. Project: [Link Removed] Note: Reported in the Elite Slack channel. ...
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 ...