Recent changes in the MeshReductionManagerModule::StartupModule() have introduced issues where it won't respect what reduction modules have been set in the config file. This is a big issue for plugi ...
Skeletal mesh bones cannot be selected in the viewport of the IK Retargeter. They can still be selected via the bone name hierarchy. Reproduces in the following://UE5/Release-5.1 CL 2390901//UE5/Re ...
Repro Rate 10/10 Issue is a Regression as it doesn't occur in 5.1 Parked Cars, Traffic, and Crowds spawn in as expected when launching the project in Game Mode or a Packaged Build Going into the ...
The crash occurs when FWorldPartitionHLODUtilities::BuildHLOD attempts to build an approximated mesh that has all of its contents culled during generation, this can happen when an approximated mesh ...
From Licensee: The bug comes from the call of the function `FoliagePartitioningUtils::Update` in the method `AInstancedFoliageActor::MoveInstancesForMovedComponent`. When the function `FoliageParti ...
[Link Removed] for reference Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it ...
Under certain conditions, it appears that the function UPoseableMeshComponent::CopyPoseFromSkeletalComponent may crash because the BoneSpaceTransforms obtained from the source component are empty, p ...
See UDN for details: [Link Removed] ...
Because UNetDriver::ProcessRemoteFunction does not check if the actor has been torn off, it's possible for the server to send a RPC for a torn off actor if it still exists on the server and client. ...