After migrating our project from UE 5.5 to 5.7, we are experiencing a consistent engine crash in the Sequencer. The crash occurs specifically when a user attempts to add a component to a Spawnable A ...
Nanite::BuildShadingCommands() launches two asynchronous tasks: ShadingCommands.SetupTask ShadingCommands.BuildCommandsTask BuildCommandsTask is responsible for modifying ShadingCommands.Commands ...
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The two following automation tests found in the "Standard Tests" list hit exceptions & cause the editor to crash:System->Physics->Interface->BodyInstanceShaders->ShaderPreprocessor->BuiltInMacros ...
A licensee has reported that they are trying to run a cooked project with r.PSOPrecache.GlobalShaders=2 and running into a crash. They believe the problem is in PrecacheComputePipelineStatesForGlob ...
Based on [Link Removed] OCIO + nDisplay not producing expected output The issue is just that when using UE 5.6 or later the resulting colour looks off compared to what 5.5 and pevious versions wou ...
The LOD switching when the simulation is paused could still be causing problems when the simulation is paused while the LOD indexes are going up because there is no LOD Bias mappings by default. Se ...
The hierarchy of a LevelInstance actors (Outliner) will break when cooking. The source is the call to AActor::RerunConstructionScripts in FWorldPartitionLevelHelper::MoveExternalActorsToLevel. The ...
When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...
When a sufficiently large object casts shadows near the Directional Light's Dynamic Shadow Distance range, the VSM pages are inconsistent in their shadowing - some will choose to shadow per-pixel, w ...