Client has a workflow issue with the reimport pipeline: UStaticMesh::bSupportPhysicalMaterialMasks should be copied over to UBodySetup::bSupportUVsAndFaceRemap before it takes effect for raycasts, ...
Issue 1: Convex Collision Transformation Missing for External Collision Sources Issue 2: Convex CCD Stability Issues due to Plane Intersection Semantics See attached URL for more details. ...
When using the DynamicMaterialParameters Niagara module in UE 5.6, 5.7, and UE5-Main (CL 50298778), updating an emitter causes Boolean values, such as Index0Float0Write, to reset to default values, ...
UMassAgentSubsystem::HandlePendingInitialization creates a single FEntityCreationContext that is reused across all iterations of the PendingAgentEntities loop. When SpawnEntities eventually calls in ...
Overview: A report has been received regarding a memory leak that eventually leads to OOM crashes when s.StreamableAssets.UseSimpleStreamableAssetManager=1 is enabled. In projects that utilize this ...
When an additive transform track is locked, pressing the “S” key does not add a new key to the sequence. No key is added to either the additive track or the base transform track. What the user expe ...
Using MobileHDR on an actual MetaQuest device (MQ3 tested) causes an intermittent hang/deadlock in the splash screen. This hang in the splash screen seem to happen maybe 1 in 5 times. The first ti ...
If a mesh is exported from the engine, reimported as a new skeleton and mesh, and then marked as a compatible skeleton. Animation will have slightly different rotations playing on the skeleton. ...
When regular texture streaming is used (not virtual textures), the largest mips are always loaded for ISM mesh textures whenever the camera is inside the bounds of the ISM even if the instances are ...
The StaticMeshImport and SkeletalMeshImport nodes don’t have the correct vertex colors imported into the Cloth Asset. ...