Reported in SF [Link Removed] In Twinmotion 2026.1, when importing certain SKP files with grouped components, materials may render incorrectly on some grouped components and will appear with a dark ...
When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels. ...
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 ...
Passing through the vertex interpolator, the DebugFloat3Values output appears garbled, but if you remove the VertexInterpolator the particle’s position is accurately returned. This happens with Part ...
We've noticed an inconsistency with UMovieSceneSequencePlayer::GetEndTime(). It does not take into account DurationSubFrames. See UMovieSceneSequencePlayer::GetDuration() for comparison. Also, the c ...
This looks to be due to an oversight in how the conditions are checked in NotifyConnectionUpdated, where the “&&” operator results in MyConnectionId always being set to 0 or 1:if (const uint32 MyCon ...
A licensee has reported seeing a repeating brick-like pattern in volumetric clouds when they overlap with very distant geometry (or at the transition between nearby and distant geometry). The artifa ...
The HLOD content hash used to detect changes and trigger rebuilds effectively ignores everything hashed before the source-component loop — including the result of UHLODBuilderSettings::ComputeHLODHa ...