Repro project is available in the additional info URL to save repro time. Disabling Nanite on the landscape, or painting on it (which shows the non-Nanite version of the landscape) reverts the issu ...
The anim mixer's skeletal animation eval task suppresses an anim sequence's Force Root Lock during pose evaluation so the root-motion extraction task (FAnimNextExtractRootMotionTask) can measure and ...
This Jira was created from the linked EPS case: =============================================== This issue is caused by FSharedStruct batching reachability requests to the same underlying FInstan ...
This is from the linked EPS case: ============================== When 5.0 first introduced TObjectPtr, the guidance was that it would compile down to raw pointer access in Shipping builds to ensu ...
A licensee is composing independently-authored levels into a single World Partition persistent level by placing each as a Level Instance. NavMeshBoundsVolume / NavModifierVolume are placed inside ea ...
During deterministic Cook / Package validation, the Cooked output of a WorldPartition map was found to vary non-deterministically between Cook runs. Diff detected in the DiffOnly Cook log:Serialize ...
Adding a reference to an external actor in the level blueprint causes the package for the actor to be put in the import table of the level. In some cases, the actor package can end up calling postlo ...
User reports that UserSceneTextures used in Post Process Materials are only correctly rendered inside the left eye in VR. ...
Reported in SF [Link Removed] When making adjustments to the Vegetation growth Season parameter inside Media Mode, if a scene contains Bushes then any adjustments to the Vegetation growth will adju ...
There’s a potential issue with some changes we made to UMaterialInstance::GetParameterValue (https://github.com/EpicGames/UnrealEngine/commit/8f2bebb008ba645f5938da844cd46b0925322b13). It seems as t ...