In game sessions when the value for world time becomes large enough we start running into floating point precision issues. These issues can easily be seen in materials which do periodic animation b ...
Repro rate: 3/3 times This is a regression as the issue does not occur in 5.1.1 ...
This is a common crash affecting users since at least the 4.14 release. It was previously associated with [Link Removed], however that has been marked as fixed. Source Context 221 void Veri ...
Attempting to build a local binary engine from a source engine will fail when iOS support is enabled in the setup process. Command line argument (ran from Engine/Build/BatchFiles folder location): ...
Using a Macro to access a variable from another Actor causes a crash in Standalone. This does not seem to affect any other preview in editor, nor packaged games. Reproduced in 4.7.6, 4.8 Preview 4, ...
Summary When Nanite Tessellation (Nanite Displacement) is enabled on a Landscape in UE 5.7.3, scaling the Displacement value via Multiply nodes in the material graph causes floating terrain ghost a ...
During GC, if a file was manually deleted (but the storage system is still track), GC can erroneously fail (and never remove the reference). This causes a backup in GC, putting the whole algorithm i ...
When View.Family->EngineShowFlags.CompositeEditorPrimitives is false in the function RenderEditorPrimitivesForDPG. This code picks which version of the batched lines to renderconst FBatchedElements ...
This is a new crash coming out of the 4.18.1 hotfix. There is no record of it previously occurring, so it is possible it may be a regression. Users have not provided any descriptions of their actio ...
This is a slightly common Mac crash that has occurred since 4.17.1. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log[2017.09.28-15.29.17:473][3 ...