When a Chaos joint constraint is first created, having linear/angular plasticity enabled will unexpectedly force its linear/angular drive position target to zero on initialization, disregarding the ...
In FWorldConditionQuerySharedDefinition::PostSerialize, if (Ar.IsLoading() && SerializedObject != nullptr) the SerializedObject is currently only used for debug logging within Link() and is not ...
After migrating our project from UE 5.5 to 5.7, we are experiencing a consistent engine crash in the Sequencer. The crash occurs specifically when a user attempts to add a component to a Spawnable A ...
When two input actions are bound to the same "pressed" key in the same IMC & one is set to RebuildControlMappings, the input of the other will trigger indefinitely while the key is held down. ...
Reported in SF [Link Removed] In this user’s scene, the lighting in the Cloud Presenter does not match the lighting in the editor viewport. The Cloud scene is notably darker than the editor. The s ...
Static Meshes that draw into RVTs and have "Draw In Main Pass" is set to "From Virtual Texture" (ERuntimeVirtualTextureMainPassType::Exclusive) will still draw in Occlusion Queries. This can be tr ...
The two following automation tests found in the "Standard Tests" list hit exceptions & cause the editor to crash:System->Physics->Interface->BodyInstanceShaders->ShaderPreprocessor->BuiltInMacros ...
The issue is that FAnimationSequenceThumbnailScene::SetAnimation calls referesh bone transforms which will trigger notify states present at the midpoint of the animation (as the thumbnail code sets ...
Based on [Link Removed] OCIO + nDisplay not producing expected output The issue is just that when using UE 5.6 or later the resulting colour looks off compared to what 5.5 and pevious versions wou ...
The hierarchy of a LevelInstance actors (Outliner) will break when cooking. The source is the call to AActor::RerunConstructionScripts in FWorldPartitionLevelHelper::MoveExternalActorsToLevel. The ...