Found in 2.1.0.119011 (R210). The mask export doesn't work even when the masks are regenerated from the mesh. Outcome: Error appears: "The filename, directory, or volume label syntax is incorrect ...
Setting Allow CPU Access on the mesh, or setting bSupportsManualVertexFetch=1 in Engine.ini, avoids the crash. ...
When a montage slot node output is pushed to a Pose Cache and used in a Two-Way Blend, the value returned by GetSlotNodeGlobalWeight will be the current fractional value rather than the actual globa ...
Reported in SF [Link Removed] HDRI environments are not appearing in exported Presentations. Occurs for both Local and Cloud exports and across all HDRI types. Thumbnails for Cloud Presentations w ...
When View.Family->EngineShowFlags.CompositeEditorPrimitives is false in the function RenderEditorPrimitivesForDPG. This code picks which version of the batched lines to renderconst FBatchedElements ...
"We have encountered a regression in UE 5.7 where Skeletal Mesh Morph Targets do not visually reset when all weights are set to 0.0. The mesh retains the deformation from the previous frame. This i ...
When using instance custom data values, removing an instance and changing the number of custom data floats in sequence can cause an array-out-of-bounds crash. The underlying arrays are not resized ...
Context UITag and UIActionTag are blueprint-exposed struct classes that derive from GameplayTag. GameplayTag variables can be compared in blueprint with ==. Under the hood, the node maps to UBlue ...
When shadersymbols are requested, cooking shaders writes the symbol files into {Project} /Saved/ShaderSymbols/<PlatformName>. These symbols are written by the function FShaderSymbolExport::Write ...
Adding the after parameter to a node, does not add a dependency like requires does. The documentation indicates that it would be triggered after another node. This was interpretated by the licensee ...