Automatically generated navlinks are failing to be detected by FNavMeshNodeFlags::IsNavLink. The area flag assigned to the navlink end points is not including the NavLinkFlag. ...
The experimental Offset Root Bone node does not respect velocities, meaning that it does not work when a character is based on a moving platform. The capsule will rotate with the platform, but the r ...
[Link Removed] ...
The problem seems to be that the bUsesGlobalDistanceField flag in the ShouldPrepareGlobalDistanceField() function checks for usage on the material, but it doesn't seem to take effect. The material u ...
The Bake Pose setting does not work when using a SkeletalMesh LODSettings asset. After the change in CL22878911, the BasePose in the LODSettings asset is no longer copied to the BakePose in the skel ...
A licensee has reached out to us to inform us that the logic for preloading at times fails to account for adaptive virtual textures when the requested mip level is not in the shared AllocatedVirtual ...
Dragging any cooked Actor-based Blueprint class asset into the level editor viewport will crash the editor when it has been configured to work with cooked assets. This is a regression that started ...
Hello! We have encountered a bug with the Interchange pipeline. When an interchange texture import is cancelled due to non-power of 2, and then the same texture is imported again without any change ...
This is a regression, it worked correctly up to UE 5.4, but repros on UE 5.5 and 5.6. Also, this seems related to [Link Removed], which was fixed by CL 40649716/40649749 and integrated into UE 5.6, ...
A crash occurs when the console command “showflag.rendering 0” is executed. This does not occur in UE5.5, so it is a iassue in UE5.6. ...