When loading soft object paths directly, it applies any important CoreRedirects by calling the function FixupCoreRedirects if the initial load attempt fails. In the repro steps, this will apply this ...
LOD Build Scale set higher than 1 will cause a merged actor to increase to that scale when created. It seems to be using the LOD Build Scale to double in size on actor merge. This is a regression: ...
Editing an array of gameplay tags on a component belonging to an actor instance can lead to a crash. There are inconsistencies with how the Gameplay Tag Editor widget behaves:Array of gameplay tags ...
Received multiple reports of users on Mac computers experiencing issues previewing video materials in Twinmotion 2025.1. When adding video materials to the scene, the scale seems to be incorrect an ...
The output of the CustomStencil node in a User Interface material does not align with the viewport dimensions. Toggling fullscreen/windowed mode (F11) causes the offset to reappear, so scaling the n ...
There is a bug with Blueprint structs having FInstancedStruct as a property. If you modify the DefaultValues of any property of an FInstancedStruct inside the blueprint struct asset, an ensure will ...
User report: HISMCs are currently broken in master. They always show the lowest LOD available for a mesh, so if you have a HISMC with a tree mesh set, you would always see the billboard of the tree ...
There is a visual discrepancy appears with the local position offset while mipmaps are enabled, when using a custom node that takes information from the local position node, with a texture that cont ...
The GetUniqueName() function attempts to make sure that all node names are unique. For nodes that are used a large number of times, it adds a numerical value to the end of the name. Prior to 4.18, t ...