Intel reported GPU crashes on their hardware caused by divergent group barriers in ScreenProbeConvertToIrradianceCS:[numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, 1)] void ScreenProbeConvertToIrra ...
When a native actor 'AMyActorClass' creates AttributeSets as a default subobject via CreateDefaultSubobject, duplicating an actor blueprint based on AMyActorClass will result in a blueprint with an ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
This alteration was introduced in the 'Found CL' field - and is likely an unintentional side effect of adding SIMD to the solver. There is a repro project attached, open up 'TestMap' and run to see ...
When an emitter's Position Mode is Unset, the particles spawn in World Space 0,0,0. This is unexpected. If the Position Mode is Unset in 5.4, the particles remain in Local Space, which is the inten ...
When Import Materials flag is disabled we still import MaterialInstances currently. If the flag is disabled we should leave out Materials and MaterailInstances on import. ...
When opening a map with ISM in place, NavOctree is not updated because the ISM bounds are assumed invalid and the geometry is not taken into account in the navmesh build. The following log output i ...
When Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key, the function construct the default structure in-place on the given pointer without destroying the object. This behavior ca ...
When the user changes the Volumetric Render Target Mode, the Volumetric clouds in a scene will render in front of Static Meshes in the Right-Eye. ...