This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...
There seems to be a regression with linear textures (commonly for multi-channel masked textures) in UE5.4. Setting the "Encoding Override" (under Texture > Advanced > Source Color Settings) to "Line ...
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 ...
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 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 ...
Using the Horde Artifact browser browse to a folder with a lot of files in a subfolder (for example temporary artifacts that contains Engine/Binaries/Win64, see attached) and use the "Download" butt ...
As described by the licensee, the const CDO contract is being broken on ChaosWheeledVehicleMovementComponent. The issue the licensee is facing is that by spawning cars with different configurations, ...
Fields with Maximum resolution are not affecting all leaves of a Geometry Collection on 5.4 and onwards. When calling GetRelevantParticleHandles() a Maximum Resolution field does return all particl ...