Context: Similar to parameters in the Material editor, PCG Graph Parameters are user created overridable values and can help create customizable graphs for a variety of situations. Problem: The l ...
A PCG actor is assigned to a DataLayer and placed inside a Level Instance. Then that Level Instance is placed into a World Partition map. When the SpawnActor node in the PCG graph is set to MergePCG ...
Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...
It appears that notify track does not follow the size of the custom window scale. As a result, display problems may occur, and events may be placed in unexpected positions. This is similar to [Link ...
This is a race condition between the FShadowScene update & rendering, where sometimes the renderer tries to access a data array before it has been populated leading to the crash. It happens fairly r ...
When a Nanite skeletal mesh has a virtual bone the engine can crash when changing LODs ...
Reported in SF [Link Removed] User has a file that will crash at launch consistently. Crash report indicates the problem is with PCG content inside the file. ...
When using EditCondition to control the editability of FInstancedStruct properties in a class derived from UDeveloperSettings, the condition is only partially respected. Specifically: A TArray<FIns ...
Crash in FUniformExpressionSet::FillUniformBuffer trying access deleted UTextureCollection (Experimental in 5.6). The licensee describes their crash, their analysis, and a proposed fix: This crash ...
The PlayerCameraManager->OnBlendComplete() delegate is not getting called when running a game in a standalone network mode without any networking. ...