Issue from my Technical Animator where the undo operation in Control Rig doesn't work as expected on Proxy Controls. He has recreated the issue using the "Control Rig Samples Pack" and recorded a vi ...
Context Level Instancing is a level-based workflow designed to improve and streamline the level editing experience. In a standalone Level Behavior, when the Level Instance Actor is loaded through it ...
When setting up a scene with a persistent level and any sublevel that contains a landscape that is loaded via load stream level node in the level BP can cause the ILC to not be correctly assigned fo ...
From UDN Description Hello, there's an ensure that's firing in `DetailLayoutHelpers.cpp#137`: [Start code block] ensure(PropertyNodeMap.ParentProperty == CurObjectNode); [End code block]when ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: GEditor->GetSele ...
In Unreal 5.6, there's a new CVar: r.DOF.TAA.CoCBilateralFilterStrength, which should help with ghosting artifacts introduced by TAA in DOF passes. However, it doesn't work as expected since many gh ...
In UE 5.3, when the option "Always load last project on startup" is enabled and a new Editor launch attempts to automatically reopen the last closed project, the dialog "The following modules are mi ...
We are seeing TPose issues when swapping between EDL shots on skeletal mesh actors. We have spawned skeletal mesh actors added to a Level sequence that are set to use an animation blue prints which ...
This is a report about three different issues that are tightly related to each other, so I decided to include them in a single report. The behavior of actors spawned by a Level Sequence Player is no ...
If a user creates a struct blueprint then references it in another blueprint and then deletes the struct while the editor is closed, the referencing blueprint will crash when opened. ...