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Additive animations that use a frame from their own sequence as a base pose are initially broken when retargeted. Users have to refresh the p...
EA Motive has pointed out a potential bug they found related task graph synchronization and when compiling compute PSOs: [Link Removed]. From ...
When a groom is allowed to simulate, only the strand representation computes correct world normals for the new hair strand positions. This is ...
When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. Th...
FRHIMemoryPool will leak data when it is destroyed. "FRHIMemoryPool::Init()" will create "FRHIMemoryPool::DesiredAllocationPoolSize" new "FRH...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children w...
We have a level with foliage meshes that has been placed via the foliage system. We want to place these into HLOD Layers so that we can disabl...
In the process of upgrading from 5.4 to 5.5. One of our systems relies on the internal track names in the sequence to dynamically find an act...
The problem appears to occur when the distance from an edge is mixed with positive and negative values in VectorEPA function. The following wo...
Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This...