When a Mutable mesh instance is created while the actor spawns at a distance, only the low LODs are generated, and the mesh is created with no Morph Targets registered. Later, when the camera approa ...
FCameraShakePreviewer is an FGCObject that strongly references the UCameraShakeBase instances it previews, and creates them outered to the previewed UWorld. Nothing releases them on world teardown, ...
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 ...
The "Import Vertex Colors" feature in mesh paint mode only works if the instance had vertex color overrides enabled. This is especially problematic for Nanite meshes since usually you can't add act ...
When starting the Editor, Layered Blend Per Bone nodes using Blend Masks inside dynamically linked Anim Layers completely ignore the blend pose (evaluating to 0.0 weight for all bones). Disconnectin ...
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 ...
UnrealTraceServer built on a Rocky 8 machine yields a binary that depends on versions of glibc and glibcxx higher than the 2.28 version provided by Rocky 8.$ ldd UnrealTraceServer./UnrealTraceServer ...
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 ...
When using the following RHI/Render thread/GT sync configuration:r.OneFrameThreadLag 1r.GTSyncType 1 The previous skinning bone data can be corrupted and introduce visual artifacts on everything us ...