The runaway loop detection stuff is designed as per thread singletons (TLS). The worker threads don't properly reset the runaway counters. ...
Stop>Set Sequence>Play causes spawnables to be duplicated There is an alternate repro (see attached image) that uses Create Level Sequence Player, but that one seems expected since it is, well, cre ...
We use GetEditorWorldCounterpartActor in the sequence recorder which cant work in standalone builds as it relies on GEditor. The best fix would probably be to just add a guard for GEditor to GetEdit ...
Adding a HISM as a component within blueprints and referencing a Static Mesh with LODs, creates extra/additional and material elements. ...
Weird artifacts appear when scrolling through textures in a scroll box. This is more noticeable and happens more frequently at lower frame rates. View AnswerHub thread for examples of artifacting. ...
The FRunnableThread::Suspend() function call does not work Android devices Tested in 4.19.2 (CL - 4033788), 4.20.2 (CL - 4302132), 4.21 (CL - 4313833) ...
Navigating various dropdown menus in the Editor causes the FPS to drop down to around 25 or 10 in the Viewport on an empty project. This does not reproduce on Windows with -vulkan This issues was ...
Playing in editor with single process starts multiple server windows. ...
Sometimes on the first launch of the game after install, the launch image will be a cropped portrait drawn in landscape orientation, on the left side of the screen, with the top and bottom getting c ...