Forum user noted that emissive lighting being built with GPU Lightmass is in fact being built, just not around the mesh, but in a larger radius and with reduced strength compared to 5.1.1. They foun ...
While working with DirectX 12 in the project settings, the editor crashes by check() code when attempting to create a static texture from a non-HDR Cube Render Target asset. This crash doesn't occur ...
The background around a mesh moving via WPO is distorted. Mesh is correctly outputting velocities. ...
If a BT ends with a latent abort with another BT asset pending initialization, the BehaviorTree component will stop the tree that was aborted, but it does not start the new tree. You can check with ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984. Hardware Accelerated Video Decoding requires DirectX 11, but it appears the combination causes media players to only render a black ...
Does *not* occur in editor. Only in standalone and runtime. Occurs when modulating Chorus or Bit Depth Also occurs in 5.2 and 5.3. I also noticed the test with this is supposed to set the chorus e ...
It appears using the attribute reader with the shape location module set to torus will cause NaNs. The log mentions Sphere Radius among them, which should not be used with the torus mode. ...
If trigger execute is called in Blueprint, it will fire every time the sound recovers from being virtual, even if it has not been called again. See video example: [Link Removed] Also occurs in Re ...
Callbacks for the Tonemap's afterpass that return identity return black screen unless there is a post-process material. ...