Viewport camera lock in Sequencer fails to persist correctly after running PIE with Sequencer open, then closing Sequencer and running PIE again. The issue consistently reproduces using the attached ...
An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
Reported by a licensee - separate CSVs from different perf sequences that are in one go are not picked up upon completion. ...
The messages emitted when CppCompileWarningSettings.NonInlinedGenCppWarningLevel is set to Warning\Error should contain the literal so the tools pick them up and react accordingly. From the EPS c ...
When creating a hierarchy of Actors in the Outliner, the transform of the "child" actors will be reset if their Parent's IsEditorOnlyActor property is true. The project in the EPS case is using ...
When a property is created in this way, a local variable with a Private flag is generated. Since such a variable is generally not desirable, it would be better to remove the Private flag upon pastin ...
Reported in SF [Link Removed] When exporting material IDs in 2025.2, downloaded materials appear to be missing from the exported CSV. In 2025.2, it appears that only local materials are included i ...
HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...
Nanite enabled skeletal meshes don't work with materials containing a vertex color node. The vertex color material does work for non-Nanite skeletal meshes and Nanite-enabled static meshes. ...
When a mesh with multiple sections which point to the same MaterialIndex but have different settings enabled (e.g. bCastShadow is enabled on only one section) is converted to Nanite, the material sl ...