A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...
I’m encountering an issue when working with Mutable/Customizable Objects in combination with Modular Gameplay Features (MGF). Expected: Child Customizable Objects that are located inside a disable ...
Landscape visualizers do not work on Nanite Landscapes. Also tested in //UE5/Main/, CL: 48569009 The licensee has provided a patch file with a potential fix. ...
Global parameters disappear from the binding list when a soft object reference is present. Pulling up the binding menu shows nothing for Parameters when there are only object references in the ST as ...
USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup properties in same PhysAsset, will cause call OwningPhysAsset-> ...
When we perform a retarget from an input pose rather than another mesh, the transforms within the anim bp have already been conformed to the target mesh by translational retargeting and compatible s ...
The issue is that URootMotionModifier_Warp::Update will disable the warp if there is no target found for it. But there's no functionality to turn the warp back on if a target is then set on a later ...
While the OnLobbyMemberLeft event does seem to be fired correctly, the remote member will still be in the lobby's "Members" map, and its data can still be found in FLobbyClientData::MemberDataStorag ...
In: void SunAlphaPS_Mobile( float2 InUVs[8] : TEXCOORD0, in FStereoPSInput StereoInput, out HALF_TYPE OutColor : SV_Target0 ) { OutColor = SunUnBias(SunShaftAndDofTexture.Sample(SunShaftAndDo ...
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 ...