Disabling Disregard for GC leads to a crash in GarbageCollectionVerification.cpp VerifyObjectFlags. This crash occurs when there is an invalid path specified in GameplayTagTableList. The cause of t ...
This is a race condition between the FShadowScene update & rendering, where sometimes the renderer tries to access a data array before it has been populated leading to the crash. It happens fairly r ...
Users are experiencing an issue where the color picker is opening half or more off screen. This is particular bad for users who only have one monitor. It is most prevalent in a UMG Widget BP, but ...
Per User: After updating my project from 4.18 to 4.19, I started getting huge FPS drops at regular intervals. I managed to trace back the issue to particle systems with mesh emitters and could repr ...
Using tessellation on Landscapes causes a greater impact in performance than what is expected. In the screenshots provided there is a comparison between tessellation disabled and flat tessellation ...
Failed to find stub IPA when packaging for iOS. This also happens with File > Package > iOS.IPP ERROR: Failed to find stub IPA 'D:\FaceARSample421\Binaries\IOS\FaceARSample421.stub' Regression: Yes ...
GetInstanceTransitionTimeElapsed doesn't use TransitionIndex. float UAnimInstance::GetInstanceTransitionTimeElapsed(int32 MachineIndex, int32 TransitionIndex) { // Just an alias for readabili ...
The licensee reports that this issue is caused by the following code not performing a Buffer update. .\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp void FMeshMaterialShaderElementD ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
It is possible to experience an editor crash in 5.5.4 when the cook process generates a warning that references an asset while the editor is saving. It seems that during a save operation, the code t ...