When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...
Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...
Setting the Phase Count of a RetainerBox to 2 or more may cause other widgets within the same UserWidget to flicker. Upon investigation, we found that during frames where the flickering occurs, the ...
Lumen GI has temporal flickering/noise after running the Editor for 3+ days. ...
The UPaperSprite::BakedSourceTexture will be nullptr in a packaged game if the sprite is not referenced by the UGameInstance. The attached sample project demonstrates this scenario. ...
When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...
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 ...
When reimporting meshes with changes to their material sections, specifically additions, there is no indication that there will be an issue on output of a generated mesh. Ideally, we can watch for a ...
There is a mismatch in between the input and output value of vertex colors painted using the "Modeling Mode" vertex painting tool. The example in the licensee's case is that if they wanted a 0.25f v ...
UInstancedStaticMeshComponent::CreateSceneProxy() is missing a LLM_SCOPE(ELLMTag::InstancedMesh); and during level loading allocations for it appear in LoadMapMisc instead of InstancedMesh. Addi ...