Plugging an Add node which adds a constant value into a Nanite Pass switch node results in derivative ops to be detected where there should be none (which show up as red in the No Derivative Ops deb ...
This is a regression: it worked correctly up to UE 5.5, but not in 5.6 or mainline latest. Possibly caused by CL 40093049. Class UNiagaraDataInterface provides virtual method GetFeedback(), which a ...
Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...
When undoing any change to Rest Offset for a collision mesh the engine will crash. This issue is occurring in Binary //UE5/Release-5.3 @ CL 26560699 This issue is occurring in Binary //UE5/Release- ...
For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...
The runtime import process works fine in editor, but fatal error when trying to do so with packaged build of project. My function that calls ImportAsset():bool UMeshLoader::RequestMeshLoad(FString ...
Workaround: Construct the DefaultSubobject with ... = CreateDefaultSubobject<UMassAgentComponent>(TEXT("MASS"), true); The issue appears to be that the DefaultSubobject holds a pointer to the CDO ...
Launching a second editor with the websocket server enabled will try to bind to the same address as the first editor, and since the websocket server is running in the game thread, it will block the ...
Static meshes can have normals flipped when the actor they are attached to has one component of its scale inverted. ...
Skeletal Mesh motion vectors are output only for the last sample of Spatial Sample Count, while Static Mesh motion vectors are output in all samples. UDN: [Link Removed] Slack thread: [Link Remo ...