It seems that a simple change from TCHAR_TO_ANSI to TCHAR_TO_UTF8 in UE::FUsdStage OpenStageImpl() fixes the issue. ...
When a skeletal mesh component's leader component is set to a poseable mesh component, the application will run into an access violation when it tries to update animation curves and morph targets. ...
FSharedStructMemory uses a custom deleter that calls FMemory::Free, but it doesn't call the destructor. FSharedStructMemory's destructor is responsible for correctly destructing the internal ScriptS ...
If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...
A GameplayTagQuery in an ActorComponent cannot be properly edited on instances of an actor with said component. There is a workaround, but the issue makes editing Tag Queries rather annoying, doubl ...
When exporting a Cinematic Camera as FBX and importing it back, all transforms and Camera view are shifted. This happens when in Level Sequence Actor has the property "Transform Origin Actor" set to ...
The log output in ValidateStaticUniformBuffer, lists hashes that do not correspond to the actual shader name which makes it difficult to track down problem shaders. The current log output code is ...
When editing a GameplayTagQuery inside of the editor, there are times when the query editor will not update the query when selecting Ok or fail to return the query to its original state before editi ...
A forum user reported an issue where object geometry occlusion would be missing when Ray Traced shadows were enabled. I was able to reproduce the issue internally where occlusion seems to be missing ...