We are using Mutable and right now we can't overwrite already baked SK instances. This occurs when, we have a set variation for a character and we address a feedback on one of the used skeletal mesh ...
Upon light debugging, it seems like the overrides depend on the name of the actors in the LI. The duplicated LI does have FLevelInstanceActorPropertyOverride but the Actor names were not updated upd ...
When "r.CreateShadersOnLoad" is enabled, cooking will crash due to failure to create a shader. This occurs on //UE5/Release-5.5, CL: 41545209 and //UE5/Release-5.6, CL: 45232827 ...
Context: The Window tab allows a user to open the Levels window in order to add a sub-level to a persistent level. For Unreal Engine 5.0 and beyond, World Partition has made the Levels window obsole ...
Skeletal meshes with disabled mesh sections will flicker in the Hardware Ray Tracing Scene. Also tested on //UE/Release-5.6, CL:45232827 ...
This is an edge case that can also be caused when a Level only contains actors were `SupportsExternalPackaging` is false. This is likely the case for the "empty" level which surely contains a Level ...
When removing gameplay effects by tag, if the tag that is being removed has other tags that are dependent on it in a cyclical way an "array out of bounds ' error can be triggered. ...
We've been tracking down a problem recently with the Gameplay Ability System where a gameplay effect is properly removed on the server, but the client has the gameplay effect stuck on permanently. ...
When the camera is outside of a certain distance from a point lights attenuation radius the VSM of that point light stops caching shadow maps. This can also be reflected in the output from the 'r.S ...