5.8 added Sequencer.AllowPausedClock (on by default) in FMovieSceneTimeController_ExternalClock::OnRequestCurrentTime (MovieSceneTimeController.cpp): PausedTime = Context.World()>RealTimeSeconds - ...
Reported in SF [Link Removed] Scenes containing Orbit Rigs will cause crashes when attempting to Merge with other files. ...
Reported in SF [Link Removed] Twinmotion will crash when clicking on any of the Landscape Edit tools after replacing the Landscape and performing an undo operation This only appears to occur in th ...
This has been there since the start. Because of the exporter design the textures are coupled to the mesh geometry so in order to export them the whole mesh is first prepared and then thrown away. ...
We are regularly hitting a deadlock on 5.8.3. We have one background worker evaluating an animation, holding the RigHierarchy's ElementsLock and waiting for the global GC lock And one Background w ...
When an entity stops being batched into an instanced skinned mesh component, the "Collect unwanted items & remove" sweep removes its instance, but never frees its ASTP track. Only ProcessRemovesForC ...
When using the Material Switch node in Mutable (UE5.8), I do not seem to get pins to wire in my Materials to switch between. Other switch nodes like Mesh Switch seem to work fine. ...
A crash can occur due to this check in Substrate.cpp when a material with 2 units and a material with 5 (20 bpp) uints are combined triggering :check(CurrentMaxBytesPerPixel <= PlatformSettingsBytes ...
In UE5.8, the texture scale fallback is no longer applied when SSAM is enabled. As a result, if a material cannot access its TextureStreamingData when it is loaded, its textures are treated as Unkno ...
A licensee is reporting that OnHandleSystemEnsure will only be broadcasted for the first 4 ensures in the life of the process. This is hardcoded with MaxPreviousErrorsToTrack. The licensee is using ...