Bink MediaTextureResource assets cause a graphics API crash, due to a missing UAV flag. The Licensee has proposed a fix to add the TexCreate_UAV flag. ...
The evaluate chooser node generates input pin names based on the parameter class / struct names. When that class or struct's name is changed, the pin doesn't update to account for that and so we si ...
In the skeletal mesh serialize method, we rebuild the ref skeleton for the mesh via this call:GetRefSkeleton().RebuildRefSkeleton(GetSkeleton(), bRebuildNameMap); So there's a dependency on the ske ...
Trying to use the Evaluate Chooser node in the All Results mode with a chooser table that returns the Subclass Of type results in a compilation error ("Array of Actor Object References is not compat ...
Specular highlights on non-Nanite meshes with a clearcoat material that has the second normal enabled will disappear at certain view angles. This can be worked around by adding a constant node to th ...
This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...
There seems to be a regression with linear textures (commonly for multi-channel masked textures) in UE5.4. Setting the "Encoding Override" (under Texture > Advanced > Source Color Settings) to "Line ...
Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...
When building reflection captures through the ResavePackages commandlet, it frequently triggers an ensure inside of ReflectionEnvironmentCapture.cpp. If distributed shader builds start causing prob ...
Context Reference Viewer can be used to view references between assets. There is a setting 'Show Management References' whose tooltip implies that references via PrimaryAssetID should be findable t ...