Reported in SF [Link Removed] Starting in TM 2025.2, when creating new images or panoramas, a new View Set is created with each new image or panorama. These View Sets will not have any names and ca ...
With dormancy disabled, it seems that actors marked as dormant are not registered as expected with Iris. Even if the actor is woken up or flushed before making changes to its properties, the client ...
The bug only happens when the ChildActorComponent is added to the BP after placing instances and saving the world. Adding the ChildActorComponent after this will result on the name of the child acto ...
When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...
Nanite meshes only cast virtual shadow maps and do not cast any distance field shadows, regardless of the distance of the shadow casting mesh to the camera. ...
The UE_EXPERIMENTAL macro is not used correctly in InstancedSkinnedMeshComponent.h. It should come after the 'class' keyword & before UInstancedSkinnedMeshComponent as specified in the documentation ...
This seems to occur due to an interaction between how Iris handles serializing the FGameplayAbilityTargetData_SingleTargetHit struct and how the FActorInstanceHandle HitObjectHandle in the FHitResul ...
The UMG editor allows us to add a Material Parameter Control track to an animation. This track makes it possible to animate parameters used in a material. Designers can scrub the timeline and previe ...
In UE 5.7.2, when moving a Landscape Component to a sub-level using Landscape Mode > Manage > Move to Level, the proxy transform is not synchronized with the root Landscape when the KeepWorldTransfo ...
Loading a world partition cell containing dense foliage (30k+ instances per cell) causes spikes on lower end hardware of up to 10-15ms and can observe spikes of 2-5ms on high end hardware too primar ...