Node previews in MaterialGraph with Substrate enabled render solid black in 5.6. The latest 5.5 engine does render previews correct with substrate enabled. ...
Only certain sync state structs are intended to persist between frames. These are configured via MoverComponent's PersistentSyncStateDataTypes array. There appears to be a bug in the way the standa ...
Automatically generated navlinks are failing to be detected by FNavMeshNodeFlags::IsNavLink. The area flag assigned to the navlink end points is not including the NavLinkFlag. ...
When using AddOrUpdateWarpTargetFromComponent you can pass in a SceneComponent, Relative Location and Rotation as well as optionally choosing to have the warp target follow the object if it moves.If ...
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 ...
Reported in SF [Link Removed] Client has a file that consistently crashes during loading in the PCGComponent.cpp that appears to be linked to placed vegetation. Crash occurs during file open and m ...
Dragging any cooked Actor-based Blueprint class asset into the level editor viewport will crash the editor when it has been configured to work with cooked assets. This is a regression that started ...
Hello! We have encountered a bug with the Interchange pipeline. When an interchange texture import is cancelled due to non-power of 2, and then the same texture is imported again without any change ...
A crash occurs when the console command “showflag.rendering 0” is executed. This does not occur in UE5.5, so it is a iassue in UE5.6. ...
It is possible for textures referenced in the bindless texture data assets that are actively used in materials being rendered in the active viewport to be garbage collected. This results in the mat ...