When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...
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. ...
When working on a level asset and using command "File – Save Current Level As..." to save it over a different level asset, the engine first deletes the target level (that's going to be overwritten) ...
Context One File Per Actor (OFPA) reduces overlap between users by saving data for instances of Actors in external files, removing the need to save the main Level file when making changes to its Act ...
Potential bug was encountered when exporting vray cameras and their targets that have been path-constraint to corresponding splines. The resulting export file shows no camera targets; hence, missing ...
Physics Constraint Component has lost accuracy between Unreal versions 5.2 and 5.4 (and up). When measuring the exact distance between rigid bodies constrained by a Physics Constraint Component, the ...
In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...
Added context from dev support ticket:The crash occurs because FDelegateProperty::Serialize accesses a dangling SignatureFunction pointer. Given that its derefencing dangling pointers the specifi ...
When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...