When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels. ...
When using the following RHI/Render thread/GT sync configuration:r.OneFrameThreadLag 1r.GTSyncType 1 The previous skinning bone data can be corrupted and introduce visual artifacts on everything us ...
The HLOD content hash used to detect changes and trigger rebuilds effectively ignores everything hashed before the source-component loop — including the result of UHLODBuilderSettings::ComputeHLODHa ...
In UE5.8 it appears some changes were made to the camera control and navigation in the editor viewports. You can no longer use controller and mouse simultaneously to control the camera. Previously ...
A licensee reported getting errors when cooking a subsequent release. The bug is a side effect of CL44557776 which changed the behavior when dealing with generated packages in UCookOnTheFlyServer::G ...
You cannot change any binding type in bindings in Cinematic Assemblies, e.g., you cannot make something spawnable. ...
The anim mixer's skeletal animation eval task suppresses an anim sequence's Force Root Lock during pose evaluation so the root-motion extraction task (FAnimNextExtractRootMotionTask) can measure and ...
User reports that UserSceneTextures used in Post Process Materials are only correctly rendered inside the left eye in VR. ...
There’s a potential issue with some changes we made to UMaterialInstance::GetParameterValue (https://github.com/EpicGames/UnrealEngine/commit/8f2bebb008ba645f5938da844cd46b0925322b13). It seems as t ...
Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly dependent on framerate and timing. L ...