LastRenderTime is never updated with occlusion culling disabled, so the widget component will always stop updating. (see UWidgetComponent::ShouldDrawWidget) Developers can force updates by TickWhen ...
Calling ConditionalBeginDestroy on an ActorComponent (instead of DestroyComponent) can lead to a crash due to the object not being correctly unregistered. BeginDestroy doesn't unregister tick funct ...
The GPU may time out in NaniteSplit when drawing VSM shadows for Nanite Tessellated landscape with in a scene with several local shadowed point lights. The issue doesn't reproduce in 5.6, likely to ...
If there is an additive curve present with scalar data, and that scalar data is something like 10,10,10. When you attempt to animate the bone again the translation of the widget with translate expon ...
When the Reflection Method is set to Screen Space and Lumen reflections async compute is enabled Unreal will crash because DiffuseIndirect_Lumen_3 parameter missing, due to how DenoiserOutputs are o ...
When VSM is enabled, local light shadows don't fade even if r.Shadow.DoesFadeUseResolutionScale is true. Local shadows do fade based on resolution when using regular shadow maps (CSM). ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
When importing an FBX camera into a Level Sequence via the FBX Import dialog, we rely heavily on the Import Uniform Scale and Convert Scene Unit options for DCC interoperability. These settings ...
In UE 5.5, the Editor may crash in FHLSLMaterialTranslator::GetMaterialEnvironment when loading materials with Material Parameter Collections, likely due to async loading. Calling ParameterCollectio ...
Context Find-in-Blueprints can be used to search the current, or all, blueprints. If you enter a simple string, it would return nodes, pins, pin default values and default values for BP Variables ( ...