On Android, loading a Level Sequence fatals in the async loading thread: Assertion failed: (NewValue & ~PAYLOAD_Bits) == 0 MovieSceneNumericVariant.cpp:133 Unable to store a pointer outside of a ...
We are getting multiple crashes on 5.8.1 when trying to use the cinematic viewport on Linux, the most consistent way it's been reproduced is by clicking on the blue frame number to the left of the c ...
The problem is that when adding modules in modular control rig, I can not change values for module variables - as soon as I close and reload the Unreal Editor, values snap back to default values. I ...
When creating a Mutable setup with nested Child COs, COIs can result with Editor-Only references, which will cause the COI not appear in the build manifest and the appearance to now spawn in game. ...
This is a regression in 5.8 caused by 47265321. It's because we now perform the montage update and dispatch the queued notifies via CharacterMovementComponent::TickCharacterPose. But that all hap ...
There’s a bug with the bShouldMatchSyncPhases codepath in UBlendSpace::TickAssetPlayer. That codepath calls ResetBlendSamples to give a deterministic output when advancing time on the animations ow ...
When a Material uses the DefaultTextureCollection and a Material Instance overrides it - or vice versa - the Editor will crash. Note: bindlessconfiguration=Minimal or higher must be enabled to use ...
Reported in SF [Link Removed] In Twinmotion 2026.1, when importing certain SKP files with grouped components, materials may render incorrectly on some grouped components and will appear with a dark ...
When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels. ...
Reported in SF [Link Removed] For Datasmith models containing lights, resynchronizing the model after any changes will cause any lights that had shadows enabled prior to the sync to have that setti ...