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 ...
When working in a World Partition level using OFPA, trying to use the "Make writable" option instead of checking the asset out will result with the actor coming back to the map after restarting the ...
[Summary] In UE 5.7 and later, if a tag is added once to an FGameplayTagCountContainer, the container is reset, and the same tag is added once more, GetExplicitTagCount() returns 2 instead of the e ...
Reported in SF [Link Removed] Exported renders with Lumen can appear overexposed compared to the viewport renders, even when disabling auto-exposure and manually setting the exposure values. This ...
A race condition occurs in the InitSplineVertexFactory_Internal }}function call, which is distributed across multiple threads. This causes {{FSplineMeshVertexFactory to be instantiated multiple time ...
A licensee reports that the color picket widget in Unreal Editor closes whenever a blueprint actor (map placed instance of an actor blueprint) receives a property changed event, even if the change e ...
Summary When CreateShapes_AssumesLocked fails during async body creation, the failed FBodyInstance is left in Bodies[] with a released actor handle. InitDynamicProperties_AssumesLocked is then called ...