Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
This isn't a hard crash, but a "verify(...)" from MaterialExpressions.cpp, line 559. ...
It looks like the SSAO shader does not clamp its sample space to the half view size for the two inputs "Ambient Occlusion" and "AmbientOcclusionSetup", leading to invalid data entering the edge of f ...
The flicker is visible in Epic scalability as well, it is just smaller on screen because the fog voxels are smaller (r.VolumetricFog.GridPixelSize). ...
In Blueprint, binding a custom event to OnAssetPostImport and setting TextureGroup to UI causes the UE editor to crash. But if it sets to the other group like "World" or "Character", this crash does ...
UMovieSceneDMXLibrarySection::GetFixturePatches() returns an invalid patch as follows. The if condition needs to be corrected. TArray<UDMXEntityFixturePatch*> UMovieSceneDMXLibrarySection::GetFixt ...
It seems that local variable creation in control rig isn't following the pattern with regular control rig variables (and general blueprint variables) where the last created and/or edited variable ty ...
It's possible for the server to send a client's character a movement correction with the wrong movement mode. This can occur if a project has client adjustment throttling settings enabled: Networ ...