I am getting a CO compile to hang indefinitely while compiling. It seems to be caused by the optimization in LocalLogicOptimiserAST that tries to convert 3+ conditionals into a switch statement. It ...
We’ve run into some unexpected behavior when combining SetGamePause(true) with Level Sequences. When calling SetGamePause(true) while a Level Sequence is playing, the visuals pause correctly, b ...
"UPrimitiveComponent::bStaticWhenNotMoveable"'s category is set to Lighting, not Physics. This causes it to be hidden when lighting-related properties are hidden, even though it controls physics sta ...
When renaming or duplicating a LevelVariantSets asset that contains a Director Blueprint, the internal DirectorClass reference becomes mismatched. Although the DirectorBlueprint pointer updates corr ...
Reported in SF [Link Removed] The rear light material and window materials on Twinmotion library vehicles are not present on many vehicles in TM 2025.2. Confirmed affected vehicles are in the foll ...
On Android phones, VulkanStagingBuffers continually grows when the scene is static. From looking at FStagingManager, it appears the VulkanStagingBuffers atat is only updated on buffer acquisition, ...
In Unreal Engine 5.5 and earlier, users could select “None” as the Preview Game Language in the Editor Preferences. Starting from UE 5.6, this “None” option is no longer available. Based on source ...
Lumen Reflections can leave black spots in chrome materials with strong normals. Also tested on UE 5.5, CL: 41545209 and UE 5.6, CL: 45232827 ...
When using the -exportRegistration command with an XMP parameters file, where the mask layer is selected for export, geometry images are exported instead. The mask export is successful from the use ...
The Swarm binaries are missing from Engine\Binaries\DotNET in the 5.7 Preview launcher version of the engine. This causes any lighting build or precomputed static visibility builds to fails due to t ...