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 ...
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 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 ...
When using the multi-user editing tool inside a 4.24 project, persisting changes will sometimes result in a crash. Unable to reproduce the issue. However, the user has reported occasionally re ...
The game crashed when the USB Dongle is connected or disconnected. Games that made by other engines are work fine. Refer to the attached video for the reproduce. ...
NiagaraSystem with EEiagaraGpuComputeTickStage::PostInitViews should not have bSupportsParallelGDME because of possible multi-threaded contention, but FNiagaraSystemInstanceController::GetGpuCompute ...
Disabling Online Subsystem prevents the project from loading. On Windows, this produces an error shown in attached screenshot. On Linux, this causes a crash with the attached callstack on project ...