Some pixels at the edge between cascaded shadow maps and distance field shadows can be skipped by both, leading to unshadowed pixels. Licensee reports the bug happening in 5.3 as well. Test project ...
The sleep state will be overwritten in ClusterUnionManager::UpdateAllClusterUnionProperties. Clustering using AClusterUnionActor results the same behavior as well. ...
Loading a trace in Insights that has Network Prediction channel data from a multi-client PIE session will hit a check and crash the Insights tool. ...
Using a shared base material with both a Volume and Mesh renderer causes the emitter to render as a glowing box at the scale of the bounding box. ...
In the repro project the player camera has a post process material that slightly darkens the frame by subtracting 0.01 from the final color. When a camera animation based on a camera sequence is pla ...
In the Subobject Data Subsystem, CanPasteSubobjects is BlueprintCallable, but the call to PasteSubobjects is not. Given CanCopySubobjects and CopySubobjects are both BlueprintCallable, the ability t ...
Our client is attempting to use an external framework as a third party within Unreal Engine, and they are encountering issues despite following the standard guidelines for adding the framework. T ...
In 5.1 through 5.3, Call-In-Editor functions within EditorUtilityActor Blueprints created via Create Advanced Assets/Editor Utilities/Editor Utility Blueprint are not callable in editor. Prior to 5 ...
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I think that the root of the issue actually comes from the K2 node behavior itself. If you copy your node and paste it to a clipboard, you can see the pins and the string representation of all the v ...