When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...
Loading a world partition cell containing dense foliage (30k+ instances per cell) causes spikes on lower end hardware of up to 10-15ms and can observe spikes of 2-5ms on high end hardware too primar ...
Up to UE 5.5, skeletal mesh physics did not get updated when the component's scale changed. This was improved on January 2025 with CL 39190335, which addressed [Link Removed] ...
In FStateTreeCompareEnumCondition::GetDescription, the Left.Enum value is mistakingly used when setting the RightValue. This causes crashes when resetting the default value of the Right field in an ...
Client has a workflow issue with the reimport pipeline: UStaticMesh::bSupportPhysicalMaterialMasks should be copied over to UBodySetup::bSupportUVsAndFaceRemap before it takes effect for raycasts, ...
When the level currently being edited has unsaved changes and the user opens a new one, the Editor asks if the changes should be saved. If the user answers negatively, the level asset is reverted to ...
Issue 1: Convex Collision Transformation Missing for External Collision Sources Issue 2: Convex CCD Stability Issues due to Plane Intersection Semantics See attached URL for more details. ...
When using the DynamicMaterialParameters Niagara module in UE 5.6, 5.7, and UE5-Main (CL 50298778), updating an emitter causes Boolean values, such as Index0Float0Write, to reset to default values, ...
UMassAgentSubsystem::HandlePendingInitialization creates a single FEntityCreationContext that is reused across all iterations of the PendingAgentEntities loop. When SpawnEntities eventually calls in ...
Overview: A report has been received regarding a memory leak that eventually leads to OOM crashes when s.StreamableAssets.UseSimpleStreamableAssetManager=1 is enabled. In projects that utilize this ...