It's possible for there to be multiple instances of the same sequence in the evaluation states cache if the same sequence is used in multiple sub-sections. Caches are never removed from the evaluat ...
When animating the split fraction of a splitscreen experience, TSR causes an significant increase in UAV memory. In PIX, this appears to be caused by TSR allocating the history multiple times when ...
Using MotionMatching with a PoseSearchSchema with a Trajectory grouping. The query gets rotated to match the capsule/mesh component instead of the offset root/actual location of those bones/trajecto ...
When using Hardware Lumen with Nanite-enabled meshes in UE 5.6+, black / dark surface cache artifacts appear that result in generally darker and unstable lighting. These artifacts are not immediatel ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
Context: FGameplayAttribute's details customization lets designers pick any attribute property from any UAttributeSet class. Problem: This currently displays all properties of UAttributeSet class ...
PCG Level Asset export doesn't support exporting a level while it is loaded as a sub-level. We should warn the user instead of crashing. ...
The Bake to Control Rig node only works with single-layered level sequences. Studios using a nested level sequence setup cannot use this function. [Link Removed] ...