When generating HLODs, it is possible for the generator to ignore material override settings. The generator will not respect the constants, and does not change them in the Material with a default se ...
The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...
Changing the brush shape of an AVolume external actor dirties the level. ...
It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...
Changing the Global Time Dilation to a very small value and returning it to a large value (by either using the slomo console command or directly in BP - slomo sets TimeDilation) makes Physics simula ...
A player cannot move heavier GC objects even if we have a valid setup due to the GC not reporting the correct mass. ...
Asset Details > Additive Settings when retargeting are copied over but reference to the animation sequence that was used in the original is kept. Batch retargeting process correctly identifies that ...
Animations that are disabled in the Pose Search database still get loaded in a cooked build ...
In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...