This is a common crash that has occurred since at least 4.15. The callstack is similar to [Link Removed], which was resolved in 4.16. User Descriptionsdisable sound concurrency Source Context 5 ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
Occurs 5/5 times. When 'Disable Multisampling Effect' is enabled, the Render Warm Up is set to 0, and the Custom Playback Range is set to a small value, frames render out fully black. Regression d ...
An attached actor's relative location isn't correct on the client when the actor has its position changed to that of the parent actor before attaching with the "Keep World" location rule. On the cli ...
Starting with UE 5.4, function FNiagaraRendererRibbons::GenerateDynamicData() from file [NiagaraRendererRibbons.cpp] attempts to calculate DynamicData->MaxAllocatedCountEstimate as such: DynamicDat ...
When a Curve Atlas Row Parameter node is used with a Texture Sampler connected to the curve time input, the sample type uses derivative ops. This has negative performance implications for Nanite co ...
Numerous LogMetal: Warning: AsyncCopyFromBufferToBuffer on overlapping ranges Warnings Warnings do not appear to be linked to any visual/performance problems in the editor. Could be safely ignored. ...
This problem seems to occur because Rotation is not taken into account when calculating Weight. I have confirmed that it can be solved by calculating the rotation as follows.float ULandscapeCompone ...
When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...
The roughness value for Macs renders differently (less rough or glossy) compared to Windows. It also seems to render as expected within the Material Editor preview window, but when applied to an obj ...