There is a mismatch in between the input and output value of vertex colors painted using the "Modeling Mode" vertex painting tool. The example in the licensee's case is that if they wanted a 0.25f v ...
UInstancedStaticMeshComponent::CreateSceneProxy() is missing a LLM_SCOPE(ELLMTag::InstancedMesh); and during level loading allocations for it appear in LoadMapMisc instead of InstancedMesh. Addi ...
Dynamic instancing is likely causing an issue where meshes that need shadows are getting combined with meshes that do not need shadows causing missing shadows. Tests were done with CSMs. Reproducti ...
This issue only occurs with Iris enabled. ...
When a Niagara System has SimTarget set to GPUCompute Sim, CameraQuery is only returning data from the Player0 camera, regardless of PlayerControllerIndex. The expected behavior would be to have the ...
Context State Tree Tasks have a configurable default value 'Should State Change on Reselect' which controls whether the task receives a EnterState/ExitState if completion of the current state is fo ...
This bug is critical since it can broke bone name reference between [animations, physics asset, curves, ...] and skeletal mesh bone name ...
If an IK Anim node is used in a post-process animation blueprint when that post-process blueprint is active in persona. It will crash attempting to get dynamically created goal components from an ac ...
Instanced Static Meshes will have incorrect velocity if a Material uses World Position Offset. Fixed WPO in a material causes significant velocity on the ISM. This was also replicated in //UE5/Rele ...