The problem is that when adding modules in modular control rig, I can not change values for module variables - as soon as I close and reload the Unreal Editor, values snap back to default values. I ...
UnrealTraceServer built on a Rocky 8 machine yields a binary that depends on versions of glibc and glibcxx higher than the 2.28 version provided by Rocky 8.$ ldd UnrealTraceServer./UnrealTraceServer ...
Reported in SF [Link Removed] In Twinmotion 2026.1, when importing certain SKP files with grouped components, materials may render incorrectly on some grouped components and will appear with a dark ...
When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels. ...
[Summary] In UE 5.7 and later, if a tag is added once to an FGameplayTagCountContainer, the container is reset, and the same tag is added once more, GetExplicitTagCount() returns 2 instead of the e ...
A licensee reports that the color picket widget in Unreal Editor closes whenever a blueprint actor (map placed instance of an actor blueprint) receives a property changed event, even if the change e ...
When using the following RHI/Render thread/GT sync configuration:r.OneFrameThreadLag 1r.GTSyncType 1 The previous skinning bone data can be corrupted and introduce visual artifacts on everything us ...
Passing through the vertex interpolator, the DebugFloat3Values output appears garbled, but if you remove the VertexInterpolator the particle’s position is accurately returned. This happens with Part ...
We've noticed an inconsistency with UMovieSceneSequencePlayer::GetEndTime(). It does not take into account DurationSubFrames. See UMovieSceneSequencePlayer::GetDuration() for comparison. Also, the c ...