# Pipeline & Plugins

**URL:** https://forums.unrealengine.com/c/development-discussion/pipeline-plugins/147.md?page=1

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## [3ds Max 2027 Support](https://forums.unrealengine.com/t/3ds-max-2027-support/2730311)

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**Author:** [@7agooo](https://forums.unrealengine.com/u/7agooo)\
**Replies:** 4\
**Last updated:** [October 22, 2026, 1:30pm UTC](https://forums.unrealengine.com/t/3ds-max-2027-support/2730311 "2026-10-22T13:30:45Z")

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3ds Max 2027 Support: Currently, it supports up to version 2026. Could you please release a version for 3ds Max 2027 as soon as possible?

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## [Is there a way to import assets from a specific filepath dynamically/at runtime?](https://forums.unrealengine.com/t/is-there-a-way-to-import-assets-from-a-specific-filepath-dynamically-at-runtime/362663)

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**Author:** [@anonymous\_user\_ca4b30c1](https://forums.unrealengine.com/u/anonymous_user_ca4b30c1)\
**Replies:** 2\
**Last updated:** [October 18, 2026, 8:34pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-import-assets-from-a-specific-filepath-dynamically-at-runtime/362663 "2026-10-18T20:34:13Z")

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I’ve been trying to figure this out with other questions and various searches, but I’m not turning up much luck. So, I thought I would see if any of you knew anything about this. I’m working on a game currently where we…

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## [\[RELEASE\] 360° Omnidirectional Stereo & VR180 ODS Rendering — TrueODS Distributed | Lumen, Seamless Volumetrics, HDR EXR & Multi-Machine](https://forums.unrealengine.com/t/release-360-omnidirectional-stereo-vr180-ods-rendering-trueods-distributed-lumen-seamless-volumetrics-hdr-exr-multi-machine/2839281)

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**Author:** [@TrueODS](https://forums.unrealengine.com/u/TrueODS)\
**Replies:** 2\
**Last updated:** [October 18, 2026, 4:32pm UTC](https://forums.unrealengine.com/t/release-360-omnidirectional-stereo-vr180-ods-rendering-trueods-distributed-lumen-seamless-volumetrics-hdr-exr-multi-machine/2839281 "2026-10-18T16:32:18Z")

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Hi everyone, I’m the developer of TrueODS, a Movie Render Queue plugin for rendering stereoscopic 360° panoramas and VR180 ODS in Unreal Engine. It supports Lumen, seamless volumetric rendering, linear HDR EXR output and…

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## [Texture De-Lighter (Neural-network powered) ](https://forums.unrealengine.com/t/texture-de-lighter-neural-network-powered/2842144)

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**Author:** [@vida\_smd](https://forums.unrealengine.com/u/vida_smd)\
**Replies:** 0\
**Last updated:** [October 18, 2026, 2:19pm UTC](https://forums.unrealengine.com/t/texture-de-lighter-neural-network-powered/2842144 "2026-10-18T14:19:21Z")

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Hi! Some time ago i trained a neural network to be capable of subtracting environmental data from scans. I think it does the job well compared to how much i rushed trough the development. I’m interested in how import…

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## [solving problem of obejcts exact heights ](https://forums.unrealengine.com/t/solving-problem-of-obejcts-exact-heights/2841924)

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**Author:** [@OpPlugins1](https://forums.unrealengine.com/u/OpPlugins1)\
**Replies:** 0\
**Last updated:** [October 17, 2026, 3:01pm UTC](https://forums.unrealengine.com/t/solving-problem-of-obejcts-exact-heights/2841924 "2026-10-17T15:01:05Z")

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Live Dimension: Height – Real-Time Height Measurement for Unreal Engine Hi everyone! I’m the creator of Live Dimension: Height, an editor plugin developed by OP Plugins for Unreal Engine. I built this tool to make meas…

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## [\[FAB\] Editor FixPack – Foliage Picker & Safe Asset Audit (UE 5.4–5.8) now live](https://forums.unrealengine.com/t/fab-editor-fixpack-foliage-picker-safe-asset-audit-ue-5-4-5-8-now-live/2841737)

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**Author:** [@cqt2280756](https://forums.unrealengine.com/u/cqt2280756)\
**Replies:** 0\
**Last updated:** [October 16, 2026, 5:15pm UTC](https://forums.unrealengine.com/t/fab-editor-fixpack-foliage-picker-safe-asset-audit-ue-5-4-5-8-now-live/2841737 "2026-10-16T17:15:40Z")

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Editor FixPack is now available on Fab (Haishan) Which foliage is this? Unreal won’t tell you. Alt+Click a painted instance to see its Foliage Type and mesh, then jump to it in the Content Browser. Safe Asset Audit fin…

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## [\[RELEASE\] TexBridge – Substance 3D Painter to UE5: textures, Material Instances and assignment in one click ](https://forums.unrealengine.com/t/release-texbridge-substance-3d-painter-to-ue5-textures-material-instances-and-assignment-in-one-click/2839430)

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**Author:** [@faneps](https://forums.unrealengine.com/u/faneps)\
**Replies:** 1\
**Last updated:** [October 16, 2026, 3:19pm UTC](https://forums.unrealengine.com/t/release-texbridge-substance-3d-painter-to-ue5-textures-material-instances-and-assignment-in-one-click/2839430 "2026-10-16T15:19:41Z")

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Hi all, I made a Substance 3D Painter plugin that sends textures straight into an open UE5 editor. One button exports with your Painter preset, imports the maps with the right compression and sRGB settings, merges UDIM …

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## [Inefficiencies in UAnimationSequencerDataModel::InitializeFKControlRig leading to slow PIE startup time](https://forums.unrealengine.com/t/inefficiencies-in-uanimationsequencerdatamodel-initializefkcontrolrig-leading-to-slow-pie-startup-time/2607773)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [October 15, 2026, 3:03pm UTC](https://forums.unrealengine.com/t/inefficiencies-in-uanimationsequencerdatamodel-initializefkcontrolrig-leading-to-slow-pie-startup-time/2607773 "2026-10-15T15:03:54Z")

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Hi! While investigating the slow PIE startup times, I’ve identified the inefficiencies in UAnimationSequencerDataModel::InitializeFKControlRig to be a major contributor. In the attached screenshot, you can see that loadi…

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## [Standard License vs github Source](https://forums.unrealengine.com/t/standard-license-vs-github-source/2840541)

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**Author:** [@eco\_bach2](https://forums.unrealengine.com/u/eco_bach2)\
**Replies:** 1\
**Last updated:** [October 15, 2026, 5:56am UTC](https://forums.unrealengine.com/t/standard-license-vs-github-source/2840541 "2026-10-15T05:56:45Z")

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If a plugin has a github repo and 95% of the github repo is open source but the remainder of the library is not, what does that mean if the plugin is on Fab under the Standard license? Does the Standard license take pre…

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## [Best practices for incremental cook ](https://forums.unrealengine.com/t/best-practices-for-incremental-cook/2850821)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 14, 2026, 8:24am UTC](https://forums.unrealengine.com/t/best-practices-for-incremental-cook/2850821 "2026-10-14T08:24:26Z")

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Hi! We started using incremental cook recently. It did not improve our average cook times; zen import + cook takes pretty much the same time as a full cook did before. So we’re looking at what we can tweak to make it pe…

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## [OpenXR HMD Plugin, Timing of xrWaitFrame Call ](https://forums.unrealengine.com/t/openxr-hmd-plugin-timing-of-xrwaitframe-call/2833144)

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**Author:** [@StBlURI](https://forums.unrealengine.com/u/StBlURI)\
**Replies:** 1\
**Last updated:** [October 13, 2026, 5:43pm UTC](https://forums.unrealengine.com/t/openxr-hmd-plugin-timing-of-xrwaitframe-call/2833144 "2026-10-13T17:43:20Z")

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I am using the OpenXR HDM Plugin with the Meta Horizon App OpenXR Runtime and Meta Quest Pro. I am trying to understand the placement of the xrWaitFrame() call, and why it is currently located in the OnStartGameFrame() …

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## [\[Open Beta\] Gameheim: one hub for your Unreal team, connected to your version control](https://forums.unrealengine.com/t/open-beta-gameheim-one-hub-for-your-unreal-team-connected-to-your-version-control/2833960)

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**Author:** [@gvirzi94](https://forums.unrealengine.com/u/gvirzi94)\
**Replies:** 1\
**Last updated:** [October 12, 2026, 9:23pm UTC](https://forums.unrealengine.com/t/open-beta-gameheim-one-hub-for-your-unreal-team-connected-to-your-version-control/2833960 "2026-10-12T21:23:17Z")

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Hey Unreal community, I’m Gianmarco, founder of Virsion, a Swiss-Italian startup. We make games, and on our own Unreal project we kept running into the same problems, so we built Gameheim. We’ve also applied for an Epic…

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## [5.8 UBA crashes while compiling ISPC files for a program target ](https://forums.unrealengine.com/t/5-8-uba-crashes-while-compiling-ispc-files-for-a-program-target/2852277)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 12, 2026, 9:43am UTC](https://forums.unrealengine.com/t/5-8-uba-crashes-while-compiling-ispc-files-for-a-program-target/2852277 "2026-10-12T09:43:11Z")

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UBA fails to compile ispc files and crashes with an access violation. This only happens for a custom program target that’s being compiled against the Engine, not for our primary game module or when compiling the engine i…

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## [\[Open Source\] UnrealPython — Runtime Python integration for Unreal Engine 5](https://forums.unrealengine.com/t/open-source-unrealpython-runtime-python-integration-for-unreal-engine-5/2731634)

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**Author:** [@MoonWind2230](https://forums.unrealengine.com/u/MoonWind2230)\
**Replies:** 2\
**Last updated:** [October 12, 2026, 8:44am UTC](https://forums.unrealengine.com/t/open-source-unrealpython-runtime-python-integration-for-unreal-engine-5/2731634 "2026-10-12T08:44:10Z")

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Hi everyone, I’m building UnrealPython, an open-source Unreal Engine plugin that embeds CPython at runtime. Why: Unreal’s built-in Python is great for editor scripting, but it is editor-only. UnrealPython focuses on r…

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## [Horde - Setup recommendations for users split across regions ](https://forums.unrealengine.com/t/horde-setup-recommendations-for-users-split-across-regions/2853852)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 12, 2026, 2:20pm UTC](https://forums.unrealengine.com/t/horde-setup-recommendations-for-users-split-across-regions/2853852 "2026-10-12T14:20:17Z")

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Hi, We are currently trying to plan a Horde setup for a development team that will be split across multiple regions (US east/west coast, overseas). Ideally we would like each region to have their own set of build worker…

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## [Build Graph failed Macro expansion only emits a warning ](https://forums.unrealengine.com/t/build-graph-failed-macro-expansion-only-emits-a-warning/2853849)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 12, 2026, 3:09pm UTC](https://forums.unrealengine.com/t/build-graph-failed-macro-expansion-only-emits-a-warning/2853849 "2026-10-12T15:09:05Z")

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When build graph macro expansion fails due to missing required arguments, only a warning is emitted, which allows the graph to still execute. This can be potentially quite dangerous, as the macro could have provided cri…

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## [How to disable streaming install for Windows Store/Xbox App ](https://forums.unrealengine.com/t/how-to-disable-streaming-install-for-windows-store-xbox-app/2846590)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 9, 2026, 4:16pm UTC](https://forums.unrealengine.com/t/how-to-disable-streaming-install-for-windows-store-xbox-app/2846590 "2026-10-09T16:16:54Z")

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After building a package for Windows and installing the staged app version. The game is able to be launched before the Xbox App finishes the full installation. But the Windows platform uses the generic chunk installer th…

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## [Best approach for running a small Unreal project in a web browser? ](https://forums.unrealengine.com/t/best-approach-for-running-a-small-unreal-project-in-a-web-browser/2835437)

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**Author:** [@GameHiHe](https://forums.unrealengine.com/u/GameHiHe)\
**Replies:** 2\
**Last updated:** [October 9, 2026, 11:08am UTC](https://forums.unrealengine.com/t/best-approach-for-running-a-small-unreal-project-in-a-web-browser/2835437 "2026-10-09T11:08:18Z")

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I’m currently experimenting with a small Unreal project that may eventually be used for some browser-game testing on GameHiHe. I noticed that native HTML5 support is no longer part of UE5, so I’m trying to understand wh…

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## [Editor hangs due to repeated saving of EditorPerProjectUserSettings ](https://forums.unrealengine.com/t/editor-hangs-due-to-repeated-saving-of-editorperprojectusersettings/2711473)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 9, 2026, 9:36am UTC](https://forums.unrealengine.com/t/editor-hangs-due-to-repeated-saving-of-editorperprojectusersettings/2711473 "2026-10-09T09:36:49Z")

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We are observing Editor hangs, in particular when closing tabs or windows. During our investigation we learned that the Editor stores the position of windows and the like in EditorPerProjectUserSettings.ini. Under the …

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## [IOB Error in Shared Function Library Get Length of Chain ](https://forums.unrealengine.com/t/iob-error-in-shared-function-library-get-length-of-chain/2851882)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 9, 2026, 12:19am UTC](https://forums.unrealengine.com/t/iob-error-in-shared-function-library-get-length-of-chain/2851882 "2026-10-09T00:19:31Z")

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Inside of the SharedFunctionLibrary::GetLengthOfChain there’s a logic error: \[Image Removed\] This always evaluates to true as a number will never equal that same number - 1. I’ve made a modified version of what I belie…

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## [Shader library pruning drops shaders still referenced by incrementally-cooked packages (missing shader resources / uncooked shader map in cooked builds) ](https://forums.unrealengine.com/t/shader-library-pruning-drops-shaders-still-referenced-by-incrementally-cooked-packages-missing-shader-resources-uncooked-shader-map-in-cooked-builds/2851880)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 8, 2026, 10:24pm UTC](https://forums.unrealengine.com/t/shader-library-pruning-drops-shaders-still-referenced-by-incrementally-cooked-packages-missing-shader-resources-uncooked-shader-map-in-cooked-builds/2851880 "2026-10-08T22:24:13Z")

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Some of our automated LoadMap tests are failing randomly due to missing shader assets. We used a coding agent to comb through the run and build logs, and made some diagnostic runs, and it identified a potential issue wit…

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## [UE 5.8.3 MetaHuman Auto Rigging Issue - Facial bones misplaced when fitting to tall head mesh ](https://forums.unrealengine.com/t/ue-5-8-3-metahuman-auto-rigging-issue-facial-bones-misplaced-when-fitting-to-tall-head-mesh/2838641)

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**Author:** [@neowiz\_namwook](https://forums.unrealengine.com/u/neowiz_namwook)\
**Replies:** 0\
**Last updated:** [October 8, 2026, 5:19pm UTC](https://forums.unrealengine.com/t/ue-5-8-3-metahuman-auto-rigging-issue-facial-bones-misplaced-when-fitting-to-tall-head-mesh/2838641 "2026-10-08T17:19:07Z")

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Hi everyone, I’m currently trying to generate a facial skeletal mesh for a custom head mesh using MetaHuman Character’s ‘Create Joints Only Rig’ (Auto-Rig) feature. Here is my workflow: Imported my character using I…

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## [Gauntlet: Horde device reservation blocks fail with more than one device (fix in PR #15239) ](https://forums.unrealengine.com/t/gauntlet-horde-device-reservation-blocks-fail-with-more-than-one-device-fix-in-pr-15239/2851432)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 7, 2026, 2:17pm UTC](https://forums.unrealengine.com/t/gauntlet-horde-device-reservation-blocks-fail-with-more-than-one-device-fix-in-pr-15239/2851432 "2026-10-07T14:17:23Z")

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Background: this follows up on our earlier case \[Content removed\] where you confirmed that limiting Horde device reservation blocks to a single device was not intentional and would be fixed in a future release. It is sti…

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## [Add socket to skeletal mesh using Python ](https://forums.unrealengine.com/t/add-socket-to-skeletal-mesh-using-python/2850815)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [October 7, 2026, 9:07am UTC](https://forums.unrealengine.com/t/add-socket-to-skeletal-mesh-using-python/2850815 "2026-10-07T09:07:31Z")

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I need to automate the creation of sockets on all bones in a skeletal mesh. I use the provided script but it does not work as expected. In the first image you can see the result of the python script. And in the second it…

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## [Color picker widget in 5.8 closes unnecessarily on property changes ](https://forums.unrealengine.com/t/color-picker-widget-in-5-8-closes-unnecessarily-on-property-changes/2834926)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 11\
**Last updated:** [October 6, 2026, 4:18am UTC](https://forums.unrealengine.com/t/color-picker-widget-in-5-8-closes-unnecessarily-on-property-changes/2834926 "2026-10-06T04:18:23Z")

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Epic changelist 52639755 (tagged “EditorUsability : LiveEdit”) added code in \`FColorStructCustomization::CreateColorPicker()\` that closes a color picker when other properties on the same Blueprint actor are changed. But …

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## [How do I use FAB for megascan bridge??](https://forums.unrealengine.com/t/how-do-i-use-fab-for-megascan-bridge/2080108)

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**Author:** [@wowersdh](https://forums.unrealengine.com/u/wowersdh)\
**Replies:** 17\
**Last updated:** [October 5, 2026, 6:24pm UTC](https://forums.unrealengine.com/t/how-do-i-use-fab-for-megascan-bridge/2080108 "2026-10-05T18:24:32Z")

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I try to use Quixel bridge but it got updated. After that , instead of Download, they said “get it in fab” and I visited Fab.com. I have to manually download all textures and model, and add those things into e…

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## [Running CinematicPrestreaming Plugin with Render (Remote)... is it possible? ](https://forums.unrealengine.com/t/running-cinematicprestreaming-plugin-with-render-remote-is-it-possible/2849866)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 5, 2026, 6:05pm UTC](https://forums.unrealengine.com/t/running-cinematicprestreaming-plugin-with-render-remote-is-it-possible/2849866 "2026-10-05T18:05:58Z")

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Hello, In MovieRenderQueue, it possible to run the Prestreaming Recorder with "Render (Remote) option? I tried it and it fails because it tries to access some GEditor functionalities at the end of UCinePrestreamingRecor…

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## [Unreal Engine 5.7 git source build does not seem to build from Rocky Linux/RHEL 8 anymore ](https://forums.unrealengine.com/t/unreal-engine-5-7-git-source-build-does-not-seem-to-build-from-rocky-linux-rhel-8-anymore/2849856)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [October 5, 2026, 2:07pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-7-git-source-build-does-not-seem-to-build-from-rocky-linux-rhel-8-anymore/2849856 "2026-10-05T14:07:24Z")

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This question was created in reference to: \[Unreal 5.7 Trace server not working on Rocky \[Content removed\] \[Attachment Removed\]

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## [HTTPServer port probing for multiple Unreal Editor instances ](https://forums.unrealengine.com/t/httpserver-port-probing-for-multiple-unreal-editor-instances/2848251)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 2, 2026, 8:15pm UTC](https://forums.unrealengine.com/t/httpserver-port-probing-for-multiple-unreal-editor-instances/2848251 "2026-10-02T20:15:09Z")

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Description: Running multiple Unreal Editor instances on one machine can require each instance to find an available HTTPServer port. If another instance already holds a candidate port, the caller should be able to try t…

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## [Mutable Plugin 5.8 Mesh Reshape works correctly with body morphs, but Modifiers (Clip Mesh With Mesh) produce geometry artifacts on the reshaped mesh ](https://forums.unrealengine.com/t/mutable-plugin-5-8-mesh-reshape-works-correctly-with-body-morphs-but-modifiers-clip-mesh-with-mesh-produce-geometry-artifacts-on-the-reshaped-mesh/2836644)

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**Author:** [@KraitStudios](https://forums.unrealengine.com/u/KraitStudios)\
**Replies:** 0\
**Last updated:** [October 2, 2026, 6:19pm UTC](https://forums.unrealengine.com/t/mutable-plugin-5-8-mesh-reshape-works-correctly-with-body-morphs-but-modifiers-clip-mesh-with-mesh-produce-geometry-artifacts-on-the-reshaped-mesh/2836644 "2026-10-02T18:19:34Z")

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I have a body Skeletal Mesh with a “Fat” morph target, exposed as a Float Parameter. I’m using a Skeletal Mesh Reshape node to transfer that body deformation to an armor piece, using the neutral body as Base Shape and th…

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