A license provided a log containing a UBA crash related to PGHook injecting itself when ISPC runs. ...
When using the Material Switch node in Mutable (UE5.8), I do not seem to get pins to wire in my Materials to switch between. Other switch nodes like Mesh Switch seem to work fine. ...
In the Animation Editor, when you open a montage that uses a different slot group, the previous montage keeps playing in the preview, and its notifies keep firing. If both montages have a section wi ...
POST BODY:Summary Hey there - I’ve been sticking with Unreal Engine 5.6 for cinematics because of a regression that's been made to CineCameraActors (specifically the CameraComponent nested inside of ...
To procedurally spawn ControlRigs in the sequencer through custom commands (needed to populate cinematic scenes automatically) we are using the interface provided by Editor Function Libraries, speci ...
When UnrealBuildTool (UBT) is launched by UAT, for example by RunUAT.bat BuildCookRun build, localized (Japanese) MSVC error messages show up garbled in the console and in UAT's Log.txt. The UBT log ...
Encountering an issue since we updated to UE5.8 where characters whose cloth mesh sections have vertices culled will cause mesh degradation in editor and crashes in packaged builds. There are two i ...
When a Niagara emitter has multiple Mesh Renderers and each renderer draws a different subset of particles (via Renderer Visibility), all renderers are drawn using the color of particle index 0 in t ...
Affects: 5.8 (verified on Release-5.8), Windows, EditorSummary Adding fx.Niagara.DataChannels.Enabled=true to an ini file makes the Niagara editor assert when a Data Channel Read is created. The sa ...
Since 5.8, materials whose Material Domain is Light Function or Post Process no longer preview correctly in the editor. They render as the default material (WorldGridMaterial) instead of the materia ...