Based on CrashVisualizer data, crashes of this nature are the 4th most common in the 4.15.1 release. This crash may be expected due to the clear messaging that the system is out-of-memory, but this ...
In forward shading specular highlights appear to be much larger for very smooth materials in contrast to the deferred shader. In 4.14.3 the specular highlights were displaying correctly in forward s ...
When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...
When you remove an axis mapping using a specific key it will remove all mappings even if they have separate scales. The user found a fix that I verified that worked. In "InputSettings.cpp", which i ...
In UE4, Reparenting the Child Component did not update it on the screen, but the Relative Transform was updated. However, UE5 now retains Relative Transform, so there are on-screen updates. This is ...
When using VirtualHeightfieldMesh we see intermittent crashes in FDepthPassMeshProcessor::TryAddMeshBatch(). This can happen when FVirtualTextureProducerCollection::CallPendingCallbacks() is called ...
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 ...
Crash when using a Self reference with a Custom Event variable that is using Pass By Reference. The crash only seems to occur if the setup was created in the Player Controller class. This was origi ...
Using Straighten Connections shortcut can cause the editor to crash after removing node pins. This appears to be due to GetGraphPinForMenu returning the last pin selected (in this case, the removed ...
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 ...