Context AController has a blueprint assignable delegate that fires when the possessed pawn changes. This should fire in both singleplayer and networked games. The bug is reproducible in single play ...
PreExposure is influenced by LocalExposure in PostProcessEyeAdaptation.cpp:1265. It appears when the scene is particularly dark and using manual exposure, the LastAverageLocalExposure can read a lar ...
The underlying cause is some edge case involving a math expression node, which does some perhaps naive things with a contained graph. ...
The crash happens when SetState is called inside the function bound to OutputAnimationPose’s OnUpdate in the animation state. This way of using Set State node is the same as shown in the official do ...
The licensee's VFX team has been struggling with getting their Niagara systems with translucent materials to fit into the environments they are being used in. In a project with default settings, the ...
When a level sequence actor has camera's marked for preroll in it and information is gathered for a camera cuts location to send to the streaming manager, it does not take into account the Transform ...
Since UE5.6, ControlRig.EnableAnimNodePerformanceOptimizations is enabled by default, and this appears to be causing the issue. Specifically, when the control rig’s construction event is processed, ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
Context The blueprint debugger allows you to trigger breakpoints and inspect the current state of variables, both member variables, local variables and persistent UberGraph variables. Problem The ...