SummaryMerging a Skeletal Mesh whose LOD streaming has not completed crashes with an AccessViolation while the vertex copy reads the Null buffers of LODs that have not been streamed inRoot cause is ...
Materials with the two-sided property enabled do not retain this setting when saved to the user library, reverting to one-sided whenever applied to objects, making it impossible to save a material a ...
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 during a transition to an external AnimSequenceFollower in th ...
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 shortcut Win+Arrow (window snapping) stops functioning ...
In UE 5.8 r.Visibility.LocalLightPrimitiveInteraction mode 2 (enabled if MegaLights is disabled) was added and made the new default as a performance optimization. However, this causes shadows to d ...
Hi, we are experiencing random deadlocks while cooking groom bindings. We have integrated 5.8 mutable into 5.6 and are still experimenting those deadlocks which seem due to : UE_DEPRECATED(5.4, "Th ...
The anim mixer's skeletal animation eval task suppresses an anim sequence's Force Root Lock during pose evaluation so the root-motion extraction task (FAnimNextExtractRootMotionTask) can measure and ...
This Jira was created from the linked EPS case: =============================================== This issue is caused by FSharedStruct batching reachability requests to the same underlying FInstan ...
This is from the linked EPS case: ============================== When 5.0 first introduced TObjectPtr, the guidance was that it would compile down to raw pointer access in Shipping builds to ensu ...