Crash when element is added to a map variable with unhashable key. An error is thrown on compile but an element can still be added under the Details panel of the variable. Crash Reporter: [Link Rem ...
When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...
If you scrub past an animation with keep state, and scrub into an animation with defaults everything is fine. When you scrub back to the animation with keep state, the animation breaks, until there ...
Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...
When mesh reduction results in a section becoming empty, the material slots are incorrectly assigned. e.g. if section 0 gets removed due to it having no triangles after reduction, then its material ...
Various licensees are reporting data loss on load due to the change that was made for [Link Removed] in which we now defer Blueprint CDO construction on load until the finalization phase. This issu ...
One of the users described this issue as below. "At seemingly random times while working in the material graph, some action will cause a hitch or freeze, and quickly after the engine will crash, an ...
There is an material compile error when using a TexCoord node shared between two Texture samples. The user provided a number of ways to work around the issue, but this issue becomes more problemati ...
When using a calculating the distance between the Absolute World Position (Including Material offsets) and a set Vector value, the correct value appears rendering to a texture's UV in PC Mobile Prev ...
The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...