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The evaluate chooser node generates input pin names based on the parameter class / struct names. When that class or struct's name is changed,...
In the skeletal mesh serialize method, we rebuild the ref skeleton for the mesh via this call:GetRefSkeleton().RebuildRefSkeleton(GetSkeleton(...
Trying to use the Evaluate Chooser node in the All Results mode with a chooser table that returns the Subclass Of type results in a compilatio...
Specular highlights on non-Nanite meshes with a clearcoat material that has the second normal enabled will disappear at certain view angles. T...
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...
When "RBF Interpolation" is enabled in the Groom settings, applying an Animation Sequence to a Skeletal Mesh that animates at a position far f...
The issue is in UInterchangeAssetImportData::ProcessPipelinesCache() The following iteration do not find blueprint pipeline, not sure about p...
In Packaged builds, Chaos Cache Manager (CCM) can't animate Geometry Collections (GC) with Nanite Enabled if Cache Mode is set to Static Pose....
When using ChaosCacheManager to simulate destruction of a GeometryCollection, destruction is not simulated when Nanite is ON for the GeometryC...
Launching multiple Editor processes at the same time with the USD Core plugin enabled can cause warnings to be logged like the following:LogUs...