This is a regression, it worked correctly up to UE 5.4, but repros on UE 5.5 and 5.6. Also, this seems related to [Link Removed], which was fixed by CL 40649716/40649749 and integrated into UE 5.6, ...
It is possible for textures referenced in the bindless texture data assets that are actively used in materials being rendered in the active viewport to be garbage collected. This results in the mat ...
When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...
The ChannelMaskParameter node in the Material Graph works in most cases, but unusually does not work when extracting the value of the Alpha channel only for Vertex Color input data. ...
A regression introduced in UE 5.6 causes Blackboard key selectors in Blueprint tasks to become invalid when the Blueprint inherits from a native subclass of UBTTask_MoveTo (or UBTTask_BlackboardBase ...
Context: The Mutable plugin has a modifier node called Clip Mesh With Mesh that allows Static Mesh modifiers to be assigned as the clip mesh. Under certain circumstances, an assert can be triggered ...
Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...
Context: In PCG, the Attribute Remove Duplicates node can be used to remove duplicate attributes from an array. Problem: The licensee has observed that using the Attribute Remove Duplicates node ...
Building lighting via commandlet and via editor are giving different results. To prevent one method from polluting the other via Swarm cache, the cache needs to be cleared in between tests. ...
When editing a component property in the level viewport, if the component was added via the Blueprint Editor, pressing Enter after changing a value causes the details panel to lose focus. This inter ...