This Jira was created from the linked EPS case: =============================================== This issue is caused by FSharedStruct batching reachability requests to the same underlying FInstan ...
There’s a potential issue with some changes we made to UMaterialInstance::GetParameterValue (https://github.com/EpicGames/UnrealEngine/commit/8f2bebb008ba645f5938da844cd46b0925322b13). It seems as t ...
The FWidgetAnimationState::OnStopped delegate is getting created when the widget anim state is being destroyed and then queued to be executed later. Something is happening between the queue and the ...
StateTree fails to transition to the next child state in a tree where the parent state has a task such as Debug Text which does not influence state completion. The ST atttempts to transition from Le ...
Toggling the Custom Items and Inventory setting and then closing the editor without saving can lead to a mismatch between the Project Settings Custom Items feature and the IslandSettings object in t ...
When using a non-default take separator (eg "-") the "New Take" option produces a malformed proposed name for the take. ...
On Nanite meshes, placing a VertexInterpolator node in a material graph without using it (unconnected, or routed through a disabled static switch) silently breaks the Opacity Mask and the material r ...
Crash when working with Dataless Mutable content. When selecting meshes in the instance, there is a crash in RegenerateImportedModels. ...
In NiagaraDataChannelData.cpp, FNiagaraDataChannelDataProxy::EndFrame enqueues a GPU readback for each entry in PendingGPUReadbackBuffers, but the corresponding FNiagaraGPUInstanceCountManager::Free ...
Any Slate widget that triggers the Slate post-process blur (e.g., a UBackgroundBlur with non-zero strength) hits a fatal D3D12 CreateGraphicsPipelineState failure on first render. The fatal is funne ...