The Soft Object Path loading code has special case logic for loading from Play In Editor, which tries to remap paths from the editor version of a map to instead point to an actor in a specific clien ...
The user comment on the Salesforce issue " This is a regression from the behaviour in 5.3.X, and I've reproduced it in 5.4.0, 5.4.1, and 5.4.2. The specific issue/change that caused this regression ...
It seems that a simple change from TCHAR_TO_ANSI to TCHAR_TO_UTF8 in UE::FUsdStage OpenStageImpl() fixes the issue. ...
The import dialog window is the legacy one and not the Interchange one. Auto reimport of modified FBX seems to be working properly with legacy or interchange selected depending on the CVar Rep ...
A UDN user reported that the D3D12 resource allocator defragmentation operation races with view creation. View creation needs to be always deferred to the RHI thread. ...
Please note that a similar issue exists [Link Removed], however it is not the same, as this issue requires a bone to be specified in the node to occur. Leaving the Bone Name field as None or Root pr ...
The CVar "r.Shaders.Optimize" cannot be set to false from DefaultEngine.ini in the section "[ShaderCompiler]" as its help text describes. Also tested on UE5-Main, CL: 34200103 ...
The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...
Unless a property is set to REPNOTIFY_Always, we compare the property's received value to the current value on the client before calling the OnRep function. However, when determining if a fast array ...
Constraint Actor to Rig with Editor Utility Widget is working for the first time adding to the Sequencer. However if it was deleted and added to Sequencer again, run Scripted Actor Action shows Err ...