GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
The Particle SubUV Sample node uses its own texture object reference instead of the one provided by the texture object node. ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
A crash occurs when GetPropertyRef node is executed from a SubTree that is linked within a StateTree, which itself has been linked from a parent StateTree via a Linked Asset ** . The processing con ...
Geometry Collection cluster handles leaking and causing ensures with field systems. The licensee has shared their analysis: We have been tracking down an assert that seems to happen occasionally wh ...
USplineNavModifierComponent was made available in UE 5.4. It generates several FAreaNavModifier instances covering a region with a certain thickness around a USplineComponent, and worked correctly u ...
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On file [Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Public\ViewModels\Stack\NiagaraStackGraphUtilities.h], function FNiagaraStackGraphUtilities::FindScriptModulesInStack() receives a parameter " ...
The incorrect resolution is used on computers with 4k monitors that use DPI scaling (default 150%) because the default for UE projects is bAllowHighDPIInGameMode=False which results in SetProcessDp ...
When we changed the resolution in the config, if you open a map and then look at the navmesh, the resolution it shows is the updated one from the config (assuming you haven't overridden anything) ...