There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...
When a world partition level (but streaming disabled) is placed as a LevelInstance in another world partition level, actors in the inner level are cooked with an outdated component hierarchy until t ...
The same callstack appears in 4.24.3 (CL-11590370) but only when playing a Sequence with a Media Track that has a ImgMediaSource and Media Texture set on it. These repro steps work for 4.25 and 4.26 ...
A number of places in the code rely on raw UProperty pointers to track properties they care about. This can present issues when BPs inherit from other BPs, because the parent's class may be Purged / ...
Importing two or more Textures into the Material Editor results in a crash. This is a regression from 4.24.3 (CL-11590370) as well. This was reported and tested in 4.25 Preview 2 (CL-12055273) and ...
In some occasions, engine code iterates over a certain subsystem type by calling FSubsystemCollection::GetSubsystemArray() and then calling some method on all subsystems of the returned array. This ...
Using an Instance synced property in a Blackboard causes a crash when exiting PIE. This is a regression from 4.24.3 (CL-11590370). This was reported and tested in 4.25 (CL-13144385). This was teste ...
The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
Sliced procedural meshes do not trigger component hit events if they don't simulate physics. This seems to only occur with non-physics based hits (such a movement). When Simulation Generates Hit E ...
StaticMeshes Example 1.7 "StaticMeshEditor" is all one word The word Static Mesh Editor is 3 separate words in unreal documentation https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Sta ...