Destroying a welded actor is causing an Array index out of bounds crash on 5.6. The licensee has provided a repro project that reliably causes a crash whenever the spawned actor is destroyed. There ...
Class UText3DComponent from the "Text 3D" plugin contains a "FText Text" member which must be set through a SetText() function to correctly update the component's internal state. Up to UE 5.2, "Tex ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
If we have PSDs that contain assets that were added manually to the database and also others that were added via branch in notifies then SynchronizeWithExternalDependencies will remove and re-add th ...
Nanite in non world partition worlds builds with missing section, almost half the landscape is missing. Looking at the nanite overdraw as attached, it shows an interesting pattern. ...
Camera trucks can get in a invalid state when you undo certain operations. One example would be undoing a camera set that has been added to a camera track. When you undo that operation, other camera ...
In 5.6, a referenced asset path looks something like prepend references = @../../../../../Data/USD/Exports/FN-Main/ExportFolder/Assets/Sphere.usda@ instead of prepend references = ...
The Geometry Collection Dataflow node CreateGeometryCollectionFromSources is breaking Material Assignment. As the licensee has pointed out, this previously worked in 5.5. The most probably cause fo ...
So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...