Using MotionMatching with a PoseSearchSchema with a Trajectory grouping. The query gets rotated to match the capsule/mesh component instead of the offset root/actual location of those bones/trajecto ...
When a parameter value is assigned on a newly created material instance (constant or dynamic) using Set***ParameterValueInternal, the parameter’s ExpressionGUID is left invalid (0,0,0,0). Parameter ...
I am seeing an cook failure at the very beginning. It goes away with a retry step via Horde. Please find attached call stack. I am able to consistently reproduce it by wiping all the DDC cache and ...
The player collision debug visualization for negatively scaled boxes is rendering the back faces, not the front faces. The debug primitives are rendered via the dynamic mesh builder. FDynamicMeshBui ...
Since UE5.6, ControlRig.EnableAnimNodePerformanceOptimizations is enabled by default, and this appears to be causing the issue. Specifically, when the control rig’s construction event is processed, ...
Running the MAP REBUILD ALLVISIBLE editor command when the current map contains hidden sublevels causes a crash upon changing maps. The issue seems to be related to hidden sublevels being cleared in ...
When using Hardware Lumen with Nanite-enabled meshes in UE 5.6+, black / dark surface cache artifacts appear that result in generally darker and unstable lighting. These artifacts are not immediatel ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...