SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...
This is a regression since 5.5 with skeletal meshes where morph target normal/tangent deformation only works when a mesh is imported as a LOD of an existing skeletal mesh, but not when imported as L ...
Note that this bug potentially also affects a wide variety of material / geometry setups; however, a translucent wireframe setup is currently the main reproduction case. The issue may also be notice ...
A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...
Picking a material of a section of a Nanite enabled mesh will not work correctly, while the same picking logic works fine for non-Nanite meshes. On Nanite meshes, the reported section index seems to ...
From an EPS case: --------------------------------- We're seeing a recurring issue where child BP actors are becoming orphaned during any processing that uses UWorldPartitionBuilder. It affects ...
Global parameters disappear from the binding list when a soft object reference is present. Pulling up the binding menu shows nothing for Parameters when there are only object references in the ST as ...
The process will assert in UWorldPartition::Initialize on check(!OuterWorld->PersistentLevel->bAlreadyMovedActors); The log from a debugging session (see attached image) that a LevelInstance ge ...