Reimporting a Skeletal Mesh via legacy import duplicates mesh sockets. The issue does not reproduce when using the Interchange pipeline. ...
1. Non-Deterministic LastAuthority Serialization LastAuthority is assigned in USplineComponent::Serialize. Its value depends on the order in which the object and its archetype are serialized, leadi ...
Nanite::BuildShadingCommands() launches two asynchronous tasks: ShadingCommands.SetupTask ShadingCommands.BuildCommandsTask BuildCommandsTask is responsible for modifying ShadingCommands.Commands ...
More details in this [Link Removed] ...
Static Meshes that draw into RVTs and have "Draw In Main Pass" is set to "From Virtual Texture" (ERuntimeVirtualTextureMainPassType::Exclusive) will still draw in Occlusion Queries. This can be tr ...
The two following automation tests found in the "Standard Tests" list hit exceptions & cause the editor to crash:System->Physics->Interface->BodyInstanceShaders->ShaderPreprocessor->BuiltInMacros ...
The issue is that FAnimationSequenceThumbnailScene::SetAnimation calls referesh bone transforms which will trigger notify states present at the midpoint of the animation (as the thumbnail code sets ...
A licensee has reported that they are trying to run a cooked project with r.PSOPrecache.GlobalShaders=2 and running into a crash. They believe the problem is in PrecacheComputePipelineStatesForGlob ...
Based on [Link Removed] OCIO + nDisplay not producing expected output The issue is just that when using UE 5.6 or later the resulting colour looks off compared to what 5.5 and pevious versions wou ...
Using time scale in the subsequences leads to mismatch between rendered image and editor view. This makes it hard to related the content to each other. ...