When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...
Motion Warping component is disappearing on Editor restart or when swapping engine versions. When this occurs, the BP has the following Compiler Results messages: Component class is not set for'Mot ...
Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...
CSM targets are still created and affect the InjectTranslucencyLightingVolume pass when moving in a project that only uses VSM causing over brightening of fog planes and other translucent meshes. r ...
Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...
Consider a UStruct with some basic type members, each one with a default value specified in the struct. Also consider a TSet or TMap with that struct as keys, used inside a UObject as a UProperty an ...
Light injection into the Translucent Light Grid voxels does not use the correct location for clipping or attenuation. Both of these points are outside the voxel that is being updated. Light attenua ...
In the Android Vulkan Mobile preview mode, when multiple GPU niagara systems are visible and the user moves the camera around the level it can cause a crash, potentially caused by a race condition o ...
Prefix Parameter Names checkbox does not work as expected, and the Group names are unmodified. The value "UMaterialFunction::bPrefixParameterNames" does not appear to be used anywhere in the Engine ...
Direct link with macOS Sequoia seems to be broken as Twinmotion cannot detect the Direct Link source, it seems the data is properly written in the cache directory. ...