Since UE5.6, ControlRig.EnableAnimNodePerformanceOptimizations is enabled by default, and this appears to be causing the issue. Specifically, when the control rig’s construction event is processed, ...
Running the MAP REBUILD ALLVISIBLE editor command when the current map contains hidden sublevels causes a crash upon changing maps. The issue seems to be related to hidden sublevels being cleared in ...
When using Hardware Lumen with Nanite-enabled meshes in UE 5.6+, black / dark surface cache artifacts appear that result in generally darker and unstable lighting. These artifacts are not immediatel ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
The Particle SubUV Sample node uses its own texture object reference instead of the one provided by the texture object node. ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
When using a Retainer Box in UMG with Color Vision Deficiency enabled, the content inside the Retainer Box is rendered with incorrect colors compared to the rest of the UI. This bug is present in UE ...
Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
Geometry Collection's Chaos Cache Static Pose Scrubbing broken in 5.6 due to Custom Renderer GeometryCollectionRootProxyRenderer. The licensee has provided his analysis: In 5.6, when creating a Geo ...