In 5.6, a referenced asset path looks something like prepend references = @../../../../../Data/USD/Exports/FN-Main/ExportFolder/Assets/Sphere.usda@ instead of prepend references = ...
The CVar "r.Shadow.Virtual.Cache.DrawInvalidatingBounds" referenced in the official 5.4 documentation for virtual shadow maps, no longer shows any bounds as the underlying code seem to be removed in ...
Camera trucks can get in a invalid state when you undo certain operations. One example would be undoing a camera set that has been added to a camera track. When you undo that operation, other camera ...
We are seeing TPose issues when swapping between EDL shots on skeletal mesh actors. We have spawned skeletal mesh actors added to a Level sequence that are set to use an animation blue prints which ...
It's possible for there to be multiple instances of the same sequence in the evaluation states cache if the same sequence is used in multiple sub-sections. Caches are never removed from the evaluat ...
A licensee has reached out to us to inform us that the logic for preloading at times fails to account for adaptive virtual textures when the requested mip level is not in the shared AllocatedVirtual ...
The built-in class "UMaterialEditingLibrary" provides various editor scripting functions related to creating and editing materials and material instances. One of these functions, UMaterialEditingLib ...
Using MotionMatching with a PoseSearchSchema with a Trajectory grouping. The query gets rotated to match the capsule/mesh component instead of the offset root/actual location of those bones/trajecto ...
#15 crash out of 7012 in UE 5.6.1 on Windows#7 crash for UE - Rendering Architecture in UE 5.6.1 on Windows#2 crash for UE - Rendering Architecture - Materials in UE 5.6.1 on WindowsAssertion failed ...
Base Pass Shader results are not showing, or showing up incorrectly when looking at the Stats results within the material editor of an Unreal Editor using Vulkan. Regression Tested: //UE4/Release-4 ...