Reported in SF [Link Removed] When launching and using Twinmotion 2025.2 or 2026.1 offline, the Megascans library becomes unusable due to the subfolders of the 3D assets, 3D plants, Surfaces and De ...
When changing Cloth Skeletal Meshes and Animation Blueprints on a Character it will cause the Engine to crash during PIE. This is a regression from 4.19.2 (CL-4033788) as it was working as expected ...
Contact Shadows have more shadowing errors with lower to mid values than in 4.13 release when the feature was still considered experimental. Even low Contact Shadow Length value is causing issues. ...
Editor will crash when a skeletal mesh has been added to a level and then reopening the project later if you try and access this level. If you attempt to open the skel meshes in the content browser ...
After editing character blueprint of a code based side scroller project, starting PIE will show the camera detached from the character and exiting PIE causes the project to crash. NOTE: This appear ...
Does *not* occur in editor. Only in standalone and runtime. Occurs when modulating Chorus or Bit Depth Also occurs in 5.2 and 5.3. I also noticed the test with this is supposed to set the chorus e ...
A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...
Enabling Light Shaft Occlusion causes exponential height fog to render incorrectly at certain viewing angles in stereoscopic. This does not reproduce once light shaft occlusion is turned off on the ...
Struct in Object class will not populate if struct pin split on "Construct Object from Class" node. This does not appear to happen to other variable types. Workaround Do not split the struct pin, ...
A change was made to AActor.GetComponents which appends the results instead of resetting the output array. This seems to only impact 2 places in the code, and has a big side effect in the texture st ...