[Interchange] Ensure when re-importing an asset that was import with a blueprint pipeline

UE - Editor - Content Pipeline - Import and Export - Mar 14, 2025

The issue is in UInterchangeAssetImportData::ProcessPipelinesCache() The following iteration do not find blueprint pipeline, not sure about python pipeline, it need to be test. TMap<FString, UClas ...

Missing binding object for component track in level sequence

UE - Anim - Sequencer - Mar 13, 2025

This issue occurs when clicking on the Rebind Possesable References action in a Level Sequence editor. The component reference appears missing and won't work anymore. It is worth noting that when ...

Creating a GeometryCollectionActor from a GeometryCollectionAsset is ignoring some of the data set in the asset

UE - Simulation - Physics - Mar 13, 2025

When you create a GeometryCollectionActor by dragging a GeometryCollectionAsset from the ContentBrowser into the scene, instead of using the PhysicsMaterial defined in the GeometryCollectionAsset, i ...

wrong telemetry provider config section

UE - Foundation - Mar 12, 2025

AddEndpointsFromConfig from Telemetry.cs is searching for StudioTelemetry.Provider.Horde. This appears to be out of sync with StudioTelemetry.Provider.HordeAnalytics mentioned in BaseEngine.ini. ...

Animated characters may appear in A pose after loading a file with Path Tracer enabled

TM - Rendering - Mar 12, 2025

When saving a file with Path Tracer enabled at the time of save, animated characters will appear in an A pose state. This will persist until Path Tracer is disabled. Occurs in Twinmotion 2024.1.2 a ...

Inside the ViewportToolBar, the "Click to Expand" ComboButton works incorrectly with Display Scaling

UE - Editor - Applied Usability - Mar 12, 2025

When Display Scaling is applied (e.g., 125%) and the Level Viewport is resized, the ComboButton in the SViewportToolBar does not behave as expected. Normally, the ComboButton hides when there is in ...

Deadlock running anim modifiers that affect bone tracks on multiple sequences

UE - Anim - Runtime - Mar 11, 2025

Running anim modifiers that affect bone tracks can deadlock the editor when applied to multiple anim sequences. ...

Shading error after flipping normals on mesh

TM - Interoperability - Mar 11, 2025

As far as I can guess is that in the initial state of the object, the vertex normals are as they come from the DCC, but after the modeling operation they get recalculated somehow that doesn't match ...