Children of retainer widgets have improper clipping, causing any widgets set to "Clip to Bounds" to clip incorrectly. This may also affect hit testing in cases where multiple retainer widgets are ne ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
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. ...
In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...
Can be mitigated by reopening the Level. There is a repro project provided by the licensee on the case ticket. ...
Changing the global time dilation in a multiplayer game affects the rate at which actors are considered for replication, and setting it to 0 will even cause replication to stop entirely (unless the ...
If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...