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 ...
Baking HLODs for actors that sample Runtime Virtual Textures produces incorrect baked textures: blurry or unresolved RVT tiles, fully black tiles on the first bake of an editor session, and washed-o ...
A licensee is reporting transform issues related to using non-uniform negative scale on LevelInstances and PackedLevelActors. ...
UE 5.8, cooked build, SSAM enabled (s.StreamableAssets.UseSimpleStreamableAssetManager=1, required by FastGeo). Symptom: characters spawn at a crude LOD and can never stream up for the lifetime of ...
The HLOD content hash used to detect changes and trigger rebuilds effectively ignores everything hashed before the source-component loop — including the result of UHLODBuilderSettings::ComputeHLODHa ...
Summary When using the Level Instance Property Override system, overrides applied to `AActor::Tags` are silently lost for Blueprint actors whose Construction Script assigns or appends to `Tags`. The ...
When moving an Actor that is referenced in the source level, UEditorEngine::CopySelectedActorsToClipboard will try to select the Actor for delete which will pull the \"Delete Referenced Actor\" dial ...
We've been seeing asserts and crashes related to OwnerLastRenderTimePtr. We've traced this to the mentioned pointer ending up dangling after using UActorComponent::Rename() on primitive components t ...
Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors and components that are part of a streamed level. Saved property values are restored when a lev ...