Licensees have reported that this issue occurs in UE 5.5 and does not appear to occur in UE 5.4 or with Substrate enabled. ...
Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...
This code worked until UE5.4. NaniteResource added in 5.5 causes this issue. ...
Context Landscape Edit Layers enables users to paint landscapes using non-destructive layers, and can add multiple layers to the landscape that can be edited independently from each other. Problem ...
When a material instance with exposed parameters is applied to a landscape; the parameters set to a new value and then reset to back the default value, the landscape does not respect the new default ...
Placing a special UTF-8 character into the "ProjectDisplayedTitle" will result in GPU dumps failing to open. This appears to be because the dump will switch between us-ascii and UTF-16 file formats ...
When the "Virtual Production Utilities" plugin is enabled, the Editor makes available a list of "Virtual Production Roles", which can be created and individually selected in a "VP Roles" dropdown on ...
Commit 6448c6f (https://github.com/EpicGames/UnrealEngine/commit/6448c6f6d1de1e9fac9614248e06ba06b837814d) introduced inconsistent behavior for TFieldPath and nullptr comparison, depending on constn ...
In /Game/ABPLinkingShowcase/Blueprints/Pawn_ABPLinkingCharacter: The character mesh’s root location is lower than the capsule’s lowest point. This is what causes the issue. Based on the event graph, ...
In SkeletalRenderNanite.cpp / FDynamicSkelMeshObjectDataNanite::UpdateBonesRemovedByLOD, bone indices are of type FBoneIndexType (defined as uint16 from BoneIndices.h), instead of int32. On line 18 ...