When importing FBX files using the Interchange and legacy import with Force Front X Axis enabled, the transforms of the bones in the imported FBX models will not match. ...
We have a level with foliage meshes that has been placed via the foliage system. We want to place these into HLOD Layers so that we can disable nanite, and thus enabling the imposter LODs at a dista ...
Compiling any material with r.ShaderCompiler.JobCache=0 causes ShaderCompileWorker to crash. Reproduction steps cause a crash during Editor startup, but this bug may affect other scenarios where mat ...
Hello! In UE 5.5 Preview, new stylus code was introduced, which can cause a test failure in an unrelated test suite, Editor.Plugins.Tools.Modeling.EditorMode.ExtrudePolygons.*. The test indirectly ...
Context The Visual Logger is a powerful debugging tool to create and record visual representations, and allows people to review the data. Problem The problem is that it does not record things don ...
Reproduced 3/3 times. Regression testing in progress. Issue was reproduced on both Windows and MacOS launching onto iOS. Issue does not reproduce when packaging and installing an .ipa app. ...
When a foliage actor contains instances of Nanite and Non-Nanite meshes, the Nanite meshes don't get a selection outline when the actor is selected.[Image Removed] ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...
WaterBody Actors will cast static shadows in built lighting even if their Cast Shadow options are disabled. ...
Undoing Replace Actor on a Level Instance does not properly reload the previous Level Instance. ...