Automatically generated navlinks are failing to be detected by FNavMeshNodeFlags::IsNavLink. The area flag assigned to the navlink end points is not including the NavLinkFlag. ...
A licensee has reached out to us to inform us that the logic for preloading at times fails to account for adaptive virtual textures when the requested mip level is not in the shared AllocatedVirtual ...
Dragging any cooked Actor-based Blueprint class asset into the level editor viewport will crash the editor when it has been configured to work with cooked assets. This is a regression that started ...
Hello! We have encountered a bug with the Interchange pipeline. When an interchange texture import is cancelled due to non-power of 2, and then the same texture is imported again without any change ...
A crash occurs when the console command “showflag.rendering 0” is executed. This does not occur in UE5.5, so it is a iassue in UE5.6. ...
It is possible for textures referenced in the bindless texture data assets that are actively used in materials being rendered in the active viewport to be garbage collected. This results in the mat ...
A regression introduced in UE 5.6 causes Blackboard key selectors in Blueprint tasks to become invalid when the Blueprint inherits from a native subclass of UBTTask_MoveTo (or UBTTask_BlackboardBase ...
Context: In PCG, the Attribute Remove Duplicates node can be used to remove duplicate attributes from an array. Problem: The licensee has observed that using the Attribute Remove Duplicates node ...
In a Geometry Collection, enabling Nanite Fallback in a Nanite Enabled collection won't generate a Physics Body when Nanite is disabled. To verify this, follow the steps provided in the Steps to Re ...