Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...
When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...
Hi, with adding additional plugins, etc. to our project, we have encountered an issue with registering too many asset categories, such as: LogAssetTools: Warning: RegisterAssetTypeCategory("Water", ...
When Global Illumination is set to “None” in the project settings the ambient occlusion does not correctly render shadows for moving objects. This has been observed in versions 5.4 and above. ...
Lighting on distant meshes flickers when using Lumen and Skylights. Turning Lumen off and lighting from the skylight is stable. Turning off Lumen screen traces also lowers the amount of flickering ...
Users have trouble overriding the blocksize/patchpaddingalign parameters for UnrealPak from UAT commandlines.There is no easy way to specify these parameters through a buildcookrun, instead they n ...
In UE versions 5.4 and onwards (as of CL 42589677 in Main), when an Instanced UObject property is defined in an Actor Blueprint, modifying the default value in the Blueprint does not propagate the c ...
For some ultrawide monitors, UE may not correctly fetch the native resolution. GetMonitorSizeFromEDID attempts to retrieve native resolution from the Detailed Timing Descriptor of the EDID, but thes ...
The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...
The last level of impostors in PCG volumes render incorrectly after updating from 5.3 to 5.4. ...