Tasks scheduled through the entity task builder with FTaskParams::ForcePrePostTask() are documented to run their PreTask and PostTask callbacks even when there is no work for the task body. This gua ...
We are regularly hitting a deadlock on 5.8.3. We have one background worker evaluating an animation, holding the RigHierarchy's ElementsLock and waiting for the global GC lock And one Background w ...
With Sequencer.CustomTaskScheduling enabled, a task graph with more than 512 tasks can hang FEntitySystemScheduler::ExecuteTasks. Reported by a licensee, they hit it with a 528 task graph under Clan ...
A license provided a log containing a UBA crash related to PGHook injecting itself when ISPC runs. ...
When an entity stops being batched into an instanced skinned mesh component, the "Collect unwanted items & remove" sweep removes its instance, but never frees its ASTP track. Only ProcessRemovesForC ...
A crash can occur due to this check in Substrate.cpp when a material with 2 units and a material with 5 (20 bpp) uints are combined triggering :check(CurrentMaxBytesPerPixel <= PlatformSettingsBytes ...
Encountering an issue since we updated to UE5.8 where characters whose cloth mesh sections have vertices culled will cause mesh degradation in editor and crashes in packaged builds. There are two i ...
A material using the Particle Random Value node returns the same value for every particle drawn by a Niagara Mesh Renderer. Particle transforms are not affected, only the random value. This happens ...
Affects: 5.8 (verified on Release-5.8), Windows, EditorSummary Adding fx.Niagara.DataChannels.Enabled=true to an ini file makes the Niagara editor assert when a Data Channel Read is created. The sa ...
Since 5.8, materials whose Material Domain is Light Function or Post Process no longer preview correctly in the editor. They render as the default material (WorldGridMaterial) instead of the materia ...