Commit 6448c6f (https://github.com/EpicGames/UnrealEngine/commit/6448c6f6d1de1e9fac9614248e06ba06b837814d) introduced inconsistent behavior for TFieldPath and nullptr comparison, depending on constn ...
When a material instance with exposed parameters is applied to a landscape; the parameters set to a new value and then reset to back the default value, the landscape does not respect the new default ...
When the "Virtual Production Utilities" plugin is enabled, the Editor makes available a list of "Virtual Production Roles", which can be created and individually selected in a "VP Roles" dropdown on ...
Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...
reported via UDN: [Link Removed] ...
Received a report from a licensee using Network Prediction Plugin and Mover. There is a strong likelihood of a crash occurring when using NPP's smoothing option and spawning new NPP-simulating ins ...
This issue is the same as [Link Removed], but it causes confusion for developers because only Nanite ISM are rendered correctly since UE5. . ...
The built-in class "UMaterialEditingLibrary" provides various editor scripting functions related to creating and editing materials and material instances. One of these functions, UMaterialEditingLib ...
When an FName is created with a trailing underscore and any number of digits in the range of 1-9 the trailing digits are used as the internal number value for the FName lookup. This results in the F ...