Compiling any material with r.ShaderCompiler.JobCache=0 causes ShaderCompileWorker to crash. Reproduction steps cause a crash during Editor startup, but this bug may affect other scenarios where mat ...
The Nanite information and views from the Static Mesh Editor are not available to Nanite Skeletal Meshes in the Skeletal Mesh Editor. ...
Calling "FStaticMeshCompiler::FinishCompilation" on multiple assets simultaneously can cause a hang. Also tested on //UE5/Release-5.5, CL: 36784631 ...
When a layered control rig track is added to the sequencer the character’s legs will collapse into the body of the character. Switching the layer to additive will do nothing. Trying to force the ani ...
In a LevelSequenceActor, binding the Sequence Player via Details Panel is not firing events related to the execution of the designated Level Sequence Asset. Manually binding on BP (pulling a connect ...
When built with Address Sanitiser, the engine can except in FShaderPipeline::FindOrAddShader on deletion of the Shader pointer. This appears to be in error as FShader is asserted to be non-polymorp ...
In the repro, the first selection is not spanable, but the ActorToTrack is set correctly at this time. When trying to select a spawnable actor, it cannot set it to ActorToTrack. When using the eye ...
When importing an FBX file with simple RGB color they are not importing with the same color as its original value with either interchange or mootools. When opening the attached FBX file in 3dsmax ...
The animation gets "corrupted" when the Initial Position value has an invaildad value. In this case, this means that the Initial Position value is outside the range of the duration of the Animation. ...
This is not an issue in Release-5.2. ...