From the linked EPS case: ---------------------------- In UE 5.7 there were some changes to how Enum member names are stored. This change introduces an assert when cooking using the Editor Debug e ...
Context: A static mesh is able to have a geometry collection generated from it using the Fracture editing mode. It can be fractured in many different ways, and when acted upon by a chaos field agent ...
Context: Blueprint classes can use Instanced/EditInlineNew object property specifiers to create and edit subobjects directly in the editor. Problem: If a child blueprint class has an Instanced/Edit ...
The trim process inserts keys at the start or end of the range depending if you specify Trim Left or Right, I'm finding that Trim right is inserting a key at the end of the section that is incorrect ...
There is a risk of actor components registering with the wrong world when reconstructed from UWorldPartition::ApplyRuntimeCellsTransformerStack. The repro case is arguably a bad usage, but it was th ...
Received a report of persistent stutters in the editor when trying to navigate in the viewport, including asset editor viewports like the Skeletal mesh editor and control rig editor. Hardware used ...
Context: Continuous Collision Detection (CCD) is being used on a Chaos Vehicle to avoid tunneling issues with certain surfaces as it prevents any missed collisions between fast moving particles and ...
In UE 5.3 and later, assigning a Sprite Atlas Group to a UPaperSprite asset can cause the editor to hang and eventually crash. This behavior has been reproduced in 5.3, 5.6, and a recent UE5-main so ...
This case is related to [Link Removed] Closed but is not a duplicate. Please make sure to download the attached project a ...
The DynamicSubobjectInstancing and NonNativeInstancedSubobjects automation tests fail. ...