We've worked out at least a possible way this can occur from using uninitialized AnimatedNormals values when changing LODs. Ensuring all AnimatedNormals are initialized appears to fix the problem. ...
When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...
The loading of the cloth visualization materials disturbs async loads shortly after starting PIE which causes an async flush and several seconds stall. The solution would be to move these to a sing ...
This issue is relatively easy to reproduce, e.g., in the timing of switching between the two types of property operations within the same track. It seems to be easy to reproduce the above problem in ...
When reloading the editor and a level where a sequence has a dynamic binding with a soft object ptr parameter to an actor in the same level, the director blueprint will recompile on load of the leve ...
A UDN user reported an edge case in RDG that triggers an assert. ...
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 ...
Reported from UDN With RT Translucency and Reflections enabled, Thin Translucent rendering is incorrect on PS5 in UE 5.3 ...
The serialization code for the motion matching database has a check that will fail if a property has the IgnoreForMemberInitializationTestName meta tag. Niagara emitters contain a property that has ...