Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...
When selecting an asset in a level instance that is being edited via LevelInstance/Edit, the silhouette of the object is visible through occluding nanite meshes. This has the effect of disabling th ...
When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...
When maps with Color Correct Regions are streamed into another map have their visibility toggled during runtime, it will cause a memory access violation and crash the editor. ...
When an animation is currently blending out due to automatic blend out or GameplayLogic, further StopMontage with specific BlendOut will not update the time to blend out of the current blending out ...
In BuildProject.txt, to make relative path to the project outside the engine root, all paths contains “..” after action command directory. D:/dev/UnrealEngine-5.5.0//HLODTemp/f09bf0f5/HLODBuilder0 ...
When a foliage actor contains instances of Nanite and Non-Nanite meshes, the Nanite meshes don't get a selection outline when the actor is selected.[Image Removed] ...
A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...
This can also be observed while running in PIE mode using the console command "r.TSR.Visualize -2". It is not clear whether it is only the TSR flickering temporal analysis visualization that is exh ...
When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...