A licensee has reported that the following repro steps can result in a "Failed to merge bones" error:One of our Skeletal Mesh assets was imported into engine version 5.4 using an older version of th ...
When using Chooser Tables, the Gameplay Tag type cannot be bound through the column header UI. Clicking a column header for a different property (ie: bool or float) correctly shows the binding popup ...
From the licensee:We have built a modular Control Rig in Unreal 5.6, and while IK to FK matching works correctly inthe rig, but we are facing an issue when applying mocap animation to the characters ...
I wanted to be able to make use of the same widgets the AnimSequence uses for its timeline with play/pause, rewind, etc. However I discovered this was all in private folders in the Persona plugin. ...
When using a layered material that writes to a runtime virtual texture. Sometimes when modifying a layer parameter in the material instance editor. The cached material data in the runtime virtual ...
When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
When loading a static mesh asset created in an old version of Unreal (e.g. 4.10), all LODs have their Screen Size property set to the same value (approximately 1.5). This happens because the static ...
A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up). The licensee has provided his analysis: Description: Level instance created in UE5.5 and re-saved ...