When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...
It's possible for there to be multiple instances of the same sequence in the evaluation states cache if the same sequence is used in multiple sub-sections. Caches are never removed from the evaluat ...
Subgraphs do not seem to be evaluating properly with Quick Render. Message from the EPS: "While testing out Quick Render, I've found that subgraph nodes are not being evaluated. Digging into it dee ...
Using MotionMatching with a PoseSearchSchema with a Trajectory grouping. The query gets rotated to match the capsule/mesh component instead of the offset root/actual location of those bones/trajecto ...
I am seeing an cook failure at the very beginning. It goes away with a retry step via Horde. Please find attached call stack. I am able to consistently reproduce it by wiping all the DDC cache and ...
A licensee reported precision issues with position in the gpu skin cache shaders with 16-bit real types enabled. ...
Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
Geometry Collection's Chaos Cache Static Pose Scrubbing broken in 5.6 due to Custom Renderer GeometryCollectionRootProxyRenderer. The licensee has provided his analysis: In 5.6, when creating a Geo ...
UE 5.6 broke the Collaborative Viewer Template pawn's Mouse Look. Creating a 5.6 project based on the Collaborative Viewer Template and Playing-In-Editor, we notice that the Mouse Look functionality ...
Copy-pasting an actor property that is a set of strings adds extra quotes and escapes. The licensee has reported: The problem doesn't happen for example for properties of types set of integers, nor ...