When a large number of notify tracks are added in the Montage Editor, the mouse wheel scroll does not allow the user to reach the bottom-most tracks. Only by manually dragging the scrollbar can the ...
When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...
When a game is compiled with ray tracing disabled (D3D12_RHI_RAYTRACING=0) and the GPU the game is running on becomes low on VRAM, frame time is negatively impacted and doesn't recover. The D3D12_RH ...
Note: This worked correctly up to UE 5.4, but repros from UE 5.5 up to mainline latest. If a Niagara Emitter is set up with "Spawn Burst Instantaneous" on time 0.0, and the spawned particle(s) have ...
The crash is due to previous Rename operation, that reset a preallocated array which later FAsyncPackage2::ExecuteDeferredPostLoadLinkerLoadPackageExports tries to use. Before loading change list ...
A licensee has reached out via EPS about a texture loading issue they are having in-editor. I summarized the most important points below:The issue relates to texture load failure associated with mat ...
This crash repros from at least UE 5.3 and up to latest. The following assert is hit: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 1067] Array index out of bounds: 0 in ...
Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...
Building lighting via commandlet and via editor are giving different results. To prevent one method from polluting the other via Swarm cache, the cache needs to be cleared in between tests. ...
When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...