Undoing the deletion of an actor with a child actor component added via the details panel (IWCE) duplicates the child actor and the hierarchy is incorrect in the scene outliner. This seems to only h ...
In FMeshBoneReduction::ReduceBoneCounts we are calling InvalidateDeriveDataCacheGUID. If a user has specified bones in the Bones To Remove array for the mesh LOD, this will invalidate the guid. Th ...
Crash when binding to new components that have spaces in their name and you attempt to access their bindings. ...
ULocalPlayerSaveGame::AsyncSaveGameToSlotForLocalPlayer was designed to properly support multiple in flight requests at the same time, but the current code does not work correctly and this can cause ...
An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...
When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change. ...
Context: PCGComponents on actors contains a category "Instance" that allows the user to connect a PCG Graph of their choosing to the PCGComponent which allows the Procedural Node Graph to sample the ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
We’ve run into some unexpected behavior when combining SetGamePause(true) with Level Sequences. When calling SetGamePause(true) while a Level Sequence is playing, the visuals pause correctly, b ...
Starting in Unreal Engine 5.6, disabling "r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal" can lead to light leaking between adjacent or overlapping meshes. Also tested on Release-5.6, CL: 4523 ...