Adding Megascans 3D objects to a scene can cause Twinmotion to freeze and Crash on macOS.

TM - Core - Dec 11, 2024

Looking at the logs when it happened, the logs are spammed with the following: [2024.12.10-20.34.12:438][514]LogZenServiceInstance: Display: Unreal Zen Storage Server HTTP service at [::1]:8658 sta ...

The "Make Static Mesh" feature for skeletal meshes does not account for disabled mesh sections.

UE - Anim - Rigging - Skeletal Editor - Dec 11, 2024

The licensee was not able to make static meshes with the correctly disabled sections from a skeletal mesh in the current implementation of the "Make Static Mesh" button in the editor. They have prov ...

Runtime Virtual Texture rendering can allocate more FRDGBuffers than expected

UE - Rendering Architecture - Dec 10, 2024

When rendering runtime virtual texture pages without throttling (when r.VT.MaxUploadsPerFrame is high or during Movie RenderQueue captures) the number of FRDGBuffers allocated by the Render Graph Bu ...

Modifying the properties of a ChildActorComponent in a child blueprint can modify the parent actor ChildActorComponent properties.

UE - Framework - Blueprint - Dec 10, 2024

When a property of a ChildActorComponent is modified in a child class, the parent ChildActorComponent class can also get modified. This happens when the Parent blueprint actor has a ChildActorCompo ...

GAS: OnTagUpdated() not called when calling SetLooseGameplayTagCount()

UE - Gameplay - Gameplay Ability System - Dec 10, 2024

Context AbilitySystemComponent has a virtual function virtual void OnTagUpdated(const FGameplayTag& Tag, bool TagExists); that gets called when a gameplay tag gets added or removed, so whenever ...

Poor Vulkan RHIThread performance in Development builds on some Android

UE - Platform - Mobile - Dec 10, 2024

Community-attempted workaround received in [Link Removed] Correct fix submitted to 5.6 FNMain in [Link Removed] which needs integrating into 5.5.3. ...

Improve performance when creating multiple Data Layer Instances

UE - World Creation - Worldbuilding Tools - Dec 10, 2024

Every time AWorldDataLayers::CreateDataLayer is called,  UDataLayerManager::ResolveActorDescContainersDataLayers() gets called and iterates on all actordescs of the world.When creating multiple data l ...

UV Rotation does not work for video materials

TM - Rendering - Dec 9, 2024

The rotation parameter of video materials does not function in Twinmotion 2024.1.2 and Twinmotion 2025.1 PR. Adjusting the slider does not have any effect. Feature last worked in Twinmotion 2023.2 ...

Swapping the C++ Root Component from a Child BP class, pressing Save, Compile, but not Saving afterwards, will leave the Root Component in a locked state, meaning the it cannot be viewed or edited in the Details Panel after an Editor restart

UE - Framework - Blueprint - Dec 9, 2024

Swapping the C++ Root Component from a Child BP class, pressing Save, Compile, but not Saving afterwards, will leave the Root Component in a locked state, meaning the it cannot be viewed or edited i ...

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions

UE - Simulation - Physics - Destruction - Dec 6, 2024

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...