We have encounter an issue in the Chooser when we setup output object column for soft reference object ptr (an optional montage object). It is working correctly when the montage is loaded. But befor ...
The deadlock occurs when attempting to cancel compression during animation sequence destruction. The compression thread ends up deadlocking with the game thread, which is the one requesting the canc ...
The cursor position is no longer updated during drag and drop, so drag-over events cannot respond correctly. Commenting out the following code in WindowsCursor.cpp works as a workaround ( the behavi ...
Multiple shot tracks are a problem source, and UE seems to try and pre-empt them by disabling the menu option to add a second one when one is already in there. Duplication, however, is still permitt ...
A licensee reported that the Bulk data for the nanite mesh generated for Landscape proxies can leak in the editor. It could appear as the normal BulkData “leadk” related to fulling loading an Asset ...
cf. https://forums.unrealengine.com/t/gltf-import-bug-animations-have-an-entire-extra-frame-when-source-animation-is-slighly-above-target-length/2697309 The GLTF importer adds an extra frame to the ...
This seems to be due to how FObjectReferenceCache and UEngineReplicationBridge handle remapping object paths for PIE. When creating the object reference handle, the object’s path should get renamed ...
When using the DynamicMaterialParameters Niagara module in UE 5.6, 5.7, and UE5-Main (CL 50298778), updating an emitter causes Boolean values, such as Index0Float0Write, to reset to default values, ...
The Approximated Mesh HLOD layer cannot use its default materials: FullMaterialBakeOutputMaterial_PackedMRS and FullMaterialBakeOutputMaterial. The Param2D names are incompatible and the materials ...