We are seeing TPose issues when swapping between EDL shots on skeletal mesh actors. We have spawned skeletal mesh actors added to a Level sequence that are set to use an animation blue prints which ...
When the r.Lumen.ScreenProbeGather.TracingOctahedronResolution is not a power of 2 or LumenFinalGatherQuality in a Post Processing Volume is set to a value such that the TracingOctahedronResolution ...
This issue does not occur if the RPC is not split into partial blobs. The RPC is received on the non-replicated component if Iris is disabled. ...
The JSON export functionality for DataTable relies on a FieldIterator to gather properties. This iterator is unable to gather the properties from the InstancedStruct. CSV export functionality works ...
[Link Removed] When camera tracks are activated, saving the sequencer results in captured anomalies: 1. Incorrect aspect ratio 2. Additional post-processing effects such as lens flare appear 3. ...
ULandscapePatchComponent::SetIsEnabled, IsEnabled, etc. are all callable from BP but not from c++. This is not convenient for licensees ...
ULocalPlayerSaveGame::IsSaveInProgress always returns true after the first save is requested. This is due to the return statement checking if either an error has yet to be reported or a success has ...
Destroying a welded actor is causing an Array index out of bounds crash on 5.6. The licensee has provided a repro project that reliably causes a crash whenever the spawned actor is destroyed. There ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...