When UnrealBuildTool (UBT) is launched by UAT, for example by RunUAT.bat BuildCookRun build, localized (Japanese) MSVC error messages show up garbled in the console and in UAT's Log.txt. The UBT log ...
Reported in SF [Link Removed] When importing a .skp model into Twinmotion 2026.2 Preview as Geoemtry, using the Collapse all mode will cause materials to be displayed incorrectly, replacing most ma ...
Encountering an issue since we updated to UE5.8 where characters whose cloth mesh sections have vertices culled will cause mesh degradation in editor and crashes in packaged builds. There are two i ...
When a Niagara emitter has multiple Mesh Renderers and each renderer draws a different subset of particles (via Renderer Visibility), all renderers are drawn using the color of particle index 0 in t ...
A material using the Particle Random Value node returns the same value for every particle drawn by a Niagara Mesh Renderer. Particle transforms are not affected, only the random value. This happens ...
Affects: 5.8 (verified on Release-5.8), Windows, EditorSummary Adding fx.Niagara.DataChannels.Enabled=true to an ini file makes the Niagara editor assert when a Data Channel Read is created. The sa ...
Since 5.8, materials whose Material Domain is Light Function or Post Process no longer preview correctly in the editor. They render as the default material (WorldGridMaterial) instead of the materia ...
With more than one directional light in the scene, ResolvedView.DirectionalLightColor and ResolvedView.DirectionalLightDirection can report the wrong light, or black and a zero vector, while a direc ...
A dotnet crash occurs sporadically with a sigsev or sigbus when running on Mac OS. This is in the dotnet executable itself, and can happen on commands like `dotnet build`, not just on executing the ...
CL 51680020 added an async write in SStandaloneAssetEditorToolkitHost::SaveTabLocation(). This can cause multi-threaded write conflicts on EditorPerProjectUserSettings.ini. As a result, the file mov ...