We seem to be setting the InverseInertia to zero, even though the InverseMass is non-zero. FPBDJointUtilities::ConditionInverseMassAndInertia assumes that the inverse inertia is only zero if the in ...
The navigation system has errors in the log for agents still being mapped to navigation data in CleanUp. This appears to stem from agent step height being recalculated in ARecastNavMesh::SetConfig i ...
From licensee:"[...] the issue is that ActorsReferencesUtils::GetActorReferences (/FArchiveGatherExternalActorRefs) will only analyze a reference to an object (/actor) once, if it's editor only the ...
This is an issue with the sequencer model, it does not clear its bPopulated flag so doesn't allow for changing the frame-rate to a non-compatible (multiple/factor off FPS). ...
Data: [Link Removed] I also tested other E57 files, and they were possible to import. This one is from RTC360. [Image Removed] ...
While working with DirectX 12 in the project settings, the editor crashes by check() code when attempting to create a static texture from a non-HDR Cube Render Target asset. This crash doesn't occur ...
Currently FNotifyNodeInterface directly references notifies that live within the related anim sequence. This can cause intermittent crashes when notifies are removed as the UI can still reference t ...
It appears that painted Weightmaps have inconsistent mappings between Nanite and regular landscape, BUT only if those landscapes are created in a World Partition level, landscape in regular levels d ...
Because SGraphNodeBlendSpaceGraph inherits from SGraphNodeK2Composite rather than UAnimGraphNode_Base as with most anim nodes, we aren't able to make the check as to whether the node is fast-path co ...
A crash inside Unreal Engine Editor version 5.4.4 occurs when reproducing a Level Sequence while in PIE. This issue is a regression. It only crashes in version 5.4.4. It was working correctly in ver ...