Removing HISMs in a packaged project causes meshes to remain and flicker in a packaged project. (Inclusive Nativization is enabled in test project, but issue occurs with nativization disabled as we ...
For Apex Destructible components, the un-fractured mesh rendered for each asset is the same and disappears when the component fractures, despite the physics bodies being correct. ...
When running a game in PIE, standalone, or package the game does not gain initial focus. User must click inside the game window to enable input. ...
This is something that needs to be solved at the color track level in sequencer, we need to be showing current values in place of 0,0,0 for the things that are not animated. When animating just the ...
The "Rifle_Skeleton" asset in ShooterGame doesn't cook deterministically, and as such is always included in patches. Possible regression of [Link Removed] ...
When the Project Nativization method is set to Exclusive, packaging the project will cause any struct blueprint (UUserDefinedStruct asset) to be nativized, without actually setting nativization on t ...
User encounters a failed assertion when trying to create a simple geometry collection from a box ...
This is a regression introduced by the particle system manager. It does not account for the owning actor's time dilation when ticking the particle system components. ...
If you run with -rdgimmediate -onethread you can get the callstack that indicates that MRQ is still attempting to allocate the full sized texture and not the individual tile size. ...
Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...