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 Megalights is enabled, light can leak into areas that should be occluded for lights with smallish (5.0) source length and source size. [Image Removed][Image Removed] This was taken with r.Ray ...
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. ...
Support for editor-exposed uproperties of type TOptional<T> has been added by CL 28199740 on september 2023. However, since then until today in UE 5.5, a crash can happen when exposing TOptional<FNa ...
Origin from this UDN ticket, https://udn.unrealengine.com/s/question/0D5QP00000sGtbO0AS/chaosvehiclemovementcomponent-intertia-tensor-isnt-adjusted-for-center-of-mass-override?fromCase=1 TLDR is th ...
Licensee reported problem via UDN. Context GameplayCues ('cue') are events that can be fired by game code, that are identified via a GameplayTag. Cues can be instantaneous or can be a state on any ...
Context: In a World partition level, to reduce complexity and provide a scalable solution when creating new projects, grid cell streaming can be enabled. Problem: The problem is that physics constr ...
Licensees have reported that this issue occurs in UE 5.5 and does not appear to occur in UE 5.4 or with Substrate enabled. ...
The show flag for ZoneGraph lives in the ZoneGraphEditor module, but it is used for debugging at runtime by the main ZoneGraph module. There are protections around the type of build and some for EDI ...
When a "Water Body River" is added to a Scene with a Landscape, eleven Render Targets are allocated for the water rendering. These Render Targets are sized according to the resolution of the Landsca ...