When selecting an asset in a level instance that is being edited via LevelInstance/Edit, the silhouette of the object is visible through occluding nanite meshes. This has the effect of disabling th ...
Might relate to issue [Link Removed] In Progress - "The Remove-On-Break feature, set on Fracture Mode on Geometry Collectio ...
ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene. During my investigations I've noticed that ChaosCacheManager does not reco ...
CreateD3D12Texture causes two OnLowLevelAllocs in LLM to be called with the same pointer and the same channel, leading to a warning. LLM WARNING: Replacing allocation in tracking map. Alloc/Free Mi ...
Note: This is possibly related to [Link Removed] To Do . For some inputs, function UE::Curves::WeightedEvalForTwoKeys() ins ...
hThe use case of the licensee is that he used FindInBlueprints inside the Editor to find a particular text contained in BPs and later used that listing to recompile the BPs using the CompileAllBluep ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...
Context The Visual Logger is a powerful debugging tool to create and record visual representations, and allows people to review the data. Problem The problem is that it does not record things don ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
Repro rate 3/5 Regression to be tested Testing with a fresh level sequence no crash occurs, Tried to do it without rekeying and did not get a crash. I repro'd it a few times and sometimes no crash ...