Enabling the ScriptableToolsFramework plugin causes compile errors in shipping configurations. This also applies to any plugins which depend on it, such as the ScriptableToolsEditorMode plugin. Thi ...
When you have a custom float channel and run the above, It works great if it's a regular 'MovieScene3DTransformSection' : LogPython: [ {channel_name: "Location.Y", section: "/Script/MovieSceneTrack ...
I’m encountering an issue when working with Mutable/Customizable Objects in combination with Modular Gameplay Features (MGF). Expected: Child Customizable Objects that are located inside a disable ...
Landscape visualizers do not work on Nanite Landscapes. Also tested in //UE5/Main/, CL: 48569009 The licensee has provided a patch file with a potential fix. ...
Hi there, It feels like a bug that the interchange generic pipeline is not using user-selected parent material for asset import, since it was working back in UE5.6 then we upgrade the engine to 5.7 ...
Picking a material of a section of a Nanite enabled mesh will not work correctly, while the same picking logic works fine for non-Nanite meshes. On Nanite meshes, the reported section index seems to ...
From an EPS case: --------------------------------- We're seeing a recurring issue where child BP actors are becoming orphaned during any processing that uses UWorldPartitionBuilder. It affects ...
Global parameters disappear from the binding list when a soft object reference is present. Pulling up the binding menu shows nothing for Parameters when there are only object references in the ST as ...
The process will assert in UWorldPartition::Initialize on check(!OuterWorld->PersistentLevel->bAlreadyMovedActors); The log from a debugging session (see attached image) that a LevelInstance ge ...