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 ...
There is a bug affecting DetailGroups in the engine. When adding child DetailGroups to a parent DetailGroup, the expansion state does not behave as expected and ignores the flags intended to control ...
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 ...
When connecting to the server, if the client activates some local cells while the connection is still pending, ULevelStreaming::IsConcernedByNetVisibilityTransactionAck will return false. In this ca ...
Additional Post Process renders always have a black alpha channel ...
This seems to be due to how FObjectReferenceCache and UEngineReplicationBridge handle remapping object paths for PIE. When creating the object reference handle, the object’s path should get renamed ...
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, ...
Changing the ComponentClass of a ACharacter twice and trying to set a SkeletalMeshAsset crashes the engine with a "Cannot replace existing object of a different class" message. The conditions to re ...