It is currently not possible to set a VirtualTextureStreamingPriority via the TextureLodGroups that are defined in a device profile. ...
When launching the editor with the -AsyncLoadingThread command, the engine uses an asynchronous thread to load and instantiate UObjects. At this point, if the instantiated UObject contains an FData ...
This is a regression, it worked correctly up to UE 5.5 but behaves incorrectly in UE 5.6 up to latest. When a regular texture with sRGB enabled is converted to a virtual texture, its thumbnail in t ...
Expected Behavior * The Thin material type selection should persist across selection changes.Material state should remain stable and consistently reflect the user’s last saved or applied settings.Sw ...
A possible race condition allows texture instance views to read uninitialized bounds, causing either garbage or zero screen size values to be returned by FRenderAssetInstanceAsyncView::GetRenderAsse ...
When Saving the level, ULevelInstancePropertyOverrideAsset::SerializeActorPropertyOverrides will run UStruct::SerializeTaggedProperties to "diff-serialize" each object against its archetype (the LI ...
Making this a placeholder for now. Will fill out the description asap ...
Modules in the particle spawn stage get unlocked and lose inheritance after changing the inherited emitter's interpolated spawn mode to "No Interpolation" then resetting. ...
When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame. In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...
The following functions have been found to perform unchecked casts of the pawn's "UpdatedComponent" to class UCapsuleComponent, possibly resulting in crashes:UFloorQueryUtils::ComputeFloorDist()UGro ...