When reimporting meshes with changes to their material sections, specifically additions, there is no indication that there will be an issue on output of a generated mesh. Ideally, we can watch for a ...
UInstancedStaticMeshComponent::CreateSceneProxy() is missing a LLM_SCOPE(ELLMTag::InstancedMesh); and during level loading allocations for it appear in LoadMapMisc instead of InstancedMesh. Addi ...
Dynamic instancing is likely causing an issue where meshes that need shadows are getting combined with meshes that do not need shadows causing missing shadows. Tests were done with CSMs. Reproducti ...
This issue only occurs with Iris enabled. ...
Copy-paste the TestCode.h and TestCode.cpp into a module Activate the customization in the StartupModule() function ``` FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPro ...
This bug is critical since it can broke bone name reference between [animations, physics asset, curves, ...] and skeletal mesh bone name ...
When using the legacy fbx importer with time zero option to true the skinning is good. So its a regression. Would be awesome if it can be fix in 5.5.1 ...
Looks like the resize that does the safe zone update is done before the orientation is updated. I suggested swapping the order to licensee in the UDN ticket and it worked for him. This should be t ...
Instanced Static Meshes will have incorrect velocity if a Material uses World Position Offset. Fixed WPO in a material causes significant velocity on the ISM. This was also replicated in //UE5/Rele ...
Currently there is no stable way to break level instances ...