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 ...
Reported in SF [Link Removed] On Meta Quest headsets, when Lumen is enabled for VR, setting the Effects Quality to High can cause visual artifacts to appear in reflections in the right eye of the h ...
This check is hit on the server instance while it is performing garbage collection during the seamless travel. During this garbage collection, it will determine that the UWorldPartition object belon ...
With high enough latency, quickly unloading an reloading a streaming level with a replicated actor on the server can cause the actor channel on the client to fail to find this actor: UActorChannel:: ...
Reported in SF [Link Removed] For SKP imports that were added to a file in a previous version of Twinmotion, when the .tm file is concerted to and opened in TM 2025.1.1, if the SKP model is re-impo ...
Following this sequence of events, the ObjectLookup and NetGUIDLookup on the server's PackageMapClient will end up in a bad state. In the ObjectLookup Map, the primary asset's package will be mapped ...
This came up from several discussions on UDN and internal discussion. The root cause is that the AssetRegistry currently cannot discover packages inside IOStore containers, it relies on the seriali ...