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SummaryMerging a Skeletal Mesh whose LOD streaming has not completed crashes with an AccessViolation while the vertex copy reads the Null buff...
Materials with the two-sided property enabled do not retain this setting when saved to the user library, reverting to one-sided whenever appli...
Summary In UE 5.7.4, when a looping BlendSpace with Match Sync Phases enabled plays as a SyncGroup Leader and crosses its loop boundary durin...
The frame rate for an anim sequence is not being changed as expected when its being overwritten / re-imported. ...
When SetInputMode_GameOnly is applied on a PlayerController and the application runs in windowed mode on a multi-monitor setup, the Windows OS...
Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mes...
When calculating LOD for instances on GPU in NaniteCullingCommon.ush we use:float RadiusSq = length2(LocalBoxExtent); This doesn't exactly ...
The ListStreamingTextures command causes a crash in FRenderAssetStreamingManager::HandleListStreamingRenderAssetsCommand when there is a virtu...
When using Substrate in Blendable GBuffer mode, a material with the single layer water BSDF node produces a shader compiler error : MaterialE...
This Jira was created from the linked EPS case: =============================================== This issue is caused by FSharedStruct batch...