When adding a struct to a keyframe, Object Reference variables are not saved and Soft Reference variables are saved sometimes. Opening a keyframe's properties when the selected struct has an object ...
A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...
According to information from the licensee, the else clause was added to "FSkeletalMeshLODModel::(GetClothMappingData()" at CL 4437969 , but if it is the cloth data existing from 4.20 or earlier, it ...
When compiling on load in -game, a blueprint class that inherits from a native class that is marked within and the class that it is within is abstract, a crash will occur when FBlueprintCompilationM ...
The 'VolumeBounds' array in FTranslucentLightInjectionCollector::AddLightForInjection is accessed as a pointer instead of with 'VolumeCascadeIndex' and thus fails bounds checks for the outer volume. ...
This issue may have occurred due to a refactoring of the related functionality during the engine update from version 5.4 to 5.5. The main reason is that the randomization of BatchColor doesn't work ...
When using Lighting Scenarios and placing a skylight in the lighting scenario levels when you build lighting there will be a map check warning that "Multiple sky lights are active, only one can be e ...
A licensee is reporting an issue with mesh decals rendering incorrectly when created as a Material ID (Material Element) and assigning a translucent material to the shared mesh. The use case exampl ...
A crash occurs when creating a Render Target 2d and setting the texture target at runtime. After running some more tests, the crash seems to occur when setting the texture target, as the creation o ...
If a data table asset is based on a custom struct, making changes to and hot reloading the struct will not update the data table in the editor. Restarting the editor will prevent the data table fro ...