When using VirtualHeightfieldMesh we see intermittent crashes in FDepthPassMeshProcessor::TryAddMeshBatch(). This can happen when FVirtualTextureProducerCollection::CallPendingCallbacks() is called ...
When a room component is added in C++ via the actor constructor, an ensure is triggered from precaching and the groom component. Behavior also observed on UE5/Release-5.5, CL: 40988944 ...
When changing the variable type of a variable in a struct, it can cause some pins related to arrays of this struct to become disconnected. The project provided was from the Marketplace, entitled "Su ...
When working with Nav Modifiers in a level that contains objects that have a custom Nav Area class, the prioritization of the modifiers is not consistent. If you notice in the attached project, so ...
FindCollisionUV always returns False on Skeletal Meshes User Description: In UE 4.14.0, the blueprint "Find Collision UV" functions doesn't work properly with Skeletal Meshes. While it works fine ...
Trying to launch the editor with the command -MacExplicitRenderer=0 causes a crash. At the time of the crash, the following line appears in the log:LogMac:Error: appError called: Assertion failed: A ...
Masked materials used in conjunction with MSAA and Forward Rendering results in a banded gradient which seem to correlate directly with the MSAA count variable. This is connected to the Forward Ren ...
It is no longer possible to enable C++ exceptions for the ProjectEditor target in code projects that use the binary Engine. Some fixes that were made for 4.19 now correctly show an error message if ...
If the default value of a replicated property is edited on an instance of a placed-in-map actor, then on the server is value is changed back to the default, a client who joins in progress after this ...
A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...