Bindless textures do not appear to stream mip levels. This issue is separate from an already reported bindless virtual texture streaming issue. When the editor is freshly launched or when mip level ...
When converting files from previous versions of Twinmotion to Twinmotion 2025.1, re-importing any existing imported geometry will cause the geometry to be re-imported with two-sided geometry disable ...
The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...
We reset BoneTransformUpdateMethodQueue in USkinnedMeshComponent::CreateRenderState_Concurrent and USkinnedMeshComponent::SendRenderDynamicData_Concurrent but these code paths are never called in se ...
Licensees have reported failed multi-thread access code for NavElementAccessDetector in complex levels that have not finished compilation of their static meshes. The eventual failed check is inside ...
Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...
ensure(false) being fired in FGenericParticlePairMidPhase::FindOrCreateConstraint from key collision. The licensee reports one of their users reported this issue and they were able to reproduce a fe ...
When launching a packaged game from the nDisplay Switchboard, the nDisplayConfig file fails to link the cameras to the viewports. Inside the log generated by the Switchboard an error is displayed th ...
User reports that they've been running into an intermittent crash in Pose Search during Cook. Pose Search attempts to index data outside the bounds of an array. Based on the logs, each asset seems t ...
This crash can be fixed by adding a couple of || IsRunningGame() like it is done here: FGenerateStreamingContext Context = FGenerateStreamingContext() .SetLevelPackagesToGenerate((bIsPIE ...