During seamless travel, the engine renames kept actors into the transition/destination level. This process results in the actor's components being unregistered and re-registered. For the ability sys ...
When blueprints are compiled, instances of those blueprints have their attachments detached and then reattached. Reattachments always occur on the RootComponent regardless of which component they we ...
This seems to have regressed because of the fix to [Link Removed]. Because UWorld::InternalGetNetMode now only returns the DemoNetDriver's NetMode when it is recording and in its tick, the multicast ...
Loading a trace in Insights that has Network Prediction channel data from a multi-client PIE session will hit a check and crash the Insights tool. ...
Cascaded shadows disappear at some FOVs when far from the world origin. This behavior was not present in 5.2. Also found in CL: 32690246 in Release-5.4 ...
Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...
After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...
Refraction does not adjust the scene depth texture, leading to a mismatch between Scene Color samples and Scene Depth samples. ...
Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...