When closing ShooterGame on an iOS device, the application crashes due to "exhausting the real time allowance of 5.00 seconds". This issue is NOT a regression for //UE4/Dev-Networking as it is also ...
The Editor provides option "Project Settings – Engine – Input – Mouse Properties – Advanced – Use Mouse for Touch" to allow testing virtual joysticks and other touch controls with the mouse. When ru ...
When the RHI thread is enabled (with or without parallel-execution) for Metal it isn't currently possible to run "profilegpu" because the GPU timestamp emulation code isn't multi-thread safe and pro ...
UDN user reported frequent crashes in FStaticMesh::~FStaticMesh() on DrawListLinks[i]->Remove(false); Crash went away after adding critical sections to FStaticMesh::LinkDrawList(), FStaticMesh::Unl ...
If Nanite data becomes corrupt in the DDC, the Editor may crash in FStreamingManager::InstallReadyPages() when the Pending.State is FPendingPage::EState::DDC_Ready but the resulting SrcPtr is null b ...
Fracture Mode > "Remove-On-Break" setting: Cluster Crumbling causes flickering. Once the Remove-On-Break Cluster Crumbling effect is activated, there is a small delay between the disappearance of th ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...
When using instance custom data values, removing an instance and changing the number of custom data floats in sequence can cause an array-out-of-bounds crash. The underlying arrays are not resized ...
When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...