It seems as though the component is in scope for more than one connection, despite its owner only being relevant to one. Enabling Net.Iris.Filtering.ValidateNobSubObjectInScopeWithFilteredOutRootObj ...
A player cannot move heavier GC objects even if we have a valid setup due to the GC not reporting the correct mass. ...
From Licensee Spline generation tool no longer triggers the construction script We recently updated from Unreal 5.3 to 5.4 and our level designers are having an issue with the spline mesh generatio ...
In FMaterialInstanceEditor::RefreshOnScreenMessages, there is a check for sRGB on Normal and Mask samplers. The issue is the check uses a TextureCompressionSettings enum cast to EMaterialSamplerTyp ...
Animations that are disabled in the Pose Search database still get loaded in a cooked build ...
There is some unexpected behaviour around GameFeature Plugins (GFPs) when packaging with chunking enabled most noticeable when using PrimaryAssetLabels (PALs). Firstly, PrimaryAssetLabels do not ap ...
In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...
Property Editors for asset types allow you to drag assets from the Content Browser into them, or to make a selection using an Asset Picker widget. Some examples would be selecting Static Meshes or M ...
A licensee has hit an access violation issue due to a movie scene containing a reference to an invalid child object binding. It triggers in the following method: UMovieSceneFolder::PostLoad // Vali ...
There is a texture mismatch between the expected texture samplers and actual texture samplers for SingleLayerWater materials that use the Material Function StencilMaskCompare. Also tested on UE5.5, ...