This occurs when the pawn is initially replicated using the huge object path when first connecting to a server. Destroying and restarting the client's pawn works as expected. After connecting, the c ...
From licensee:Editor Grid priorities setting will get overruled in code giving the user false feeling of control – smaller grid cells can load before larger grid cells on the same layer even if the ...
When the engine is running in the background, the following ensure may be hit in NetworkPredictionService_Interpolate.inl: npEnsure(ToFrame == INDEX_NONE || LocalFrame - ToFrame < Frames.Buffer.Cap ...
In UE 5.5, the fix applied by CL 36529858 in ue5-main updated USkeletalMeshComponent::ClearAnimScriptInstance() to call AnimScriptInstance::UninitializeAnimation() on the animation instance. This, i ...
Since UE5.5, RegisterComponent has been called during cook process, So unnecessarily references from DMXLibrary to DMXComponent has been added. There is a workaround to avoid adding references : ...
Investigate and fix all calls where the Navigation System is constructed without the NavigationObjectRepository subsystem being valid. ...
The Physics Asset Editor has a "mirror" feature that allows physics bodies and constraints to be mirrored from one side of a skeleton to the other. If this operation worked correctly, it could save ...
When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...
The licensee has noticed that the deletion of a transient actor still marks the scene as dirty and asks it to be saved. Checking the source it was noted that the transient flag is not verified on de ...