It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...
Find the root cause and fix it. ...
It has been observed that the the undo function may stop working after the User changes values of a control rig with the slider in the Sequencer. While using the slider, the value stops chaning afte ...
In UE versions 5.4 and onwards (as of CL 42589677 in Main), when an Instanced UObject property is defined in an Actor Blueprint, modifying the default value in the Blueprint does not propagate the c ...
This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...
We recently had a few occurrences of crashes caused by a "Fatal world leaks detected" error when unloading a level (in a packaged game and in editor). I tracked down what was keeping a references t ...
A licensee has shared a project with us, in which they are able to trigger a problematic case where the RayTracingGeometryManager is ticked twice during a single game frame. It would be good to inve ...
This is a Cascade issue from a UDN where single loops can be skipped if the DT is high enough. ...
In a simple setup of the Fullbody IK control rig node, when you turn on the debug draw of the ik solve. The lines and the skeleton do not align. ...
When building reflection captures through the ResavePackages commandlet, it frequently triggers an ensure inside of ReflectionEnvironmentCapture.cpp. If distributed shader builds start causing prob ...