Certain blueprint nodes are noticeably wider than they were in 4.25, and seem to get excessively wide if the user fills in literal pins on them. This was noticed with the Array Add nodes, but may a ...
The end of the level visibility section places a DeterminismFence. This causes the issue. The fence clips the frame range and produces a discontinuous frame ranges, e.g. 23201~24000, then 24001~24 ...
When packaging with only support for DirectX10 RHI, the editor will crash after hitting "OK" on the window that mentions that the Global Shader Cache file is missing. This was encountered while run ...
After creating an editor asset of a custom DataAsset class, if changes are made to to the class and hot reloaded, the editor will crash on close if the editor asset is not saved after the hot reload ...
Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...
If an Actor with a CameraComponent is set to replicate, ending a PIE session with 2 players will result in an ensure ...
There is a crash occurring with a packaged game that has a Struct containing an Enum inside of it, as well as having the nativization on, the issue does not occur if Nativization is turned off. The ...
Compiling any material with r.ShaderCompiler.JobCache=0 causes ShaderCompileWorker to crash. Reproduction steps cause a crash during Editor startup, but this bug may affect other scenarios where mat ...
Planar reflections notably lower performance in packaged VR project. Linked is an example project and an example package. [Link Removed]. This was tested on a Vive Pro and Oculus Rift(not Rift S). ...
A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...