So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...
Licensee noticed a regression in 5.6 where the non-masked recompute tangents option doesn't work anymore. The option is called "Enabled with no mask" in 5.6 but "All" in 5.5. Under the hood, this se ...
UMaterialInterface is BlueprintType, but UMaterialFunctionInterface is not. This makes it difficult to port some BP logic that works with materials to the material layer system. Crystal Dynamics wou ...
Enabling Strip Source Data On Cook on Geometry Collection (GC) is also stripping the Anchor flag of cooked assets. The licensee has reported that once they do a build the Anchors disappear and GCs t ...
On welding physics bodies during primitive component attachment, UPrimitiveComponent::WeldToImplementation() calls GetRootWelded() and then GetBodyInstance() on the returned root. This searches by b ...
This issue is related to [Link Removed], where the "?listen" option sent on the URL to clients could cause issues with RPCs being called locally during travel. The fix to remove the "?listen" option ...
Reported in SF [Link Removed] In Path Tracer renders, all paths with a speed component (vehicles, bicycles, custom) will render at an increased speed than specified in the exported render. This is ...
Node previews in MaterialGraph with Substrate enabled render solid black in 5.6. The latest 5.5 engine does render previews correct with substrate enabled. ...
Only certain sync state structs are intended to persist between frames. These are configured via MoverComponent's PersistentSyncStateDataTypes array. There appears to be a bug in the way the standa ...
Automatically generated navlinks are failing to be detected by FNavMeshNodeFlags::IsNavLink. The area flag assigned to the navlink end points is not including the NavLinkFlag. ...