Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...
User does not change anything in Client Play Camera Shake. Reproduced in 4.8 and Main (//depot/UE4/Promotable-CL-2581498). This is a Regression: it works as expected in 4.7.6 ...
'Directions are not Compatible' error on ForEachLoopWithBreak if split struct pin is disconnected from Enum type. Note: If the pins are reconstructed and the resplit, the error is fixed. ...
When Launching, the level will crash as long as the world grid material is applied in the scene and needs to be compiled. If you attempt to package the project it will fail with the error "unable to ...
In the UE5 case, we end up seeing very harsh lines in both the gradient and the distance to nearest surface examples whereas the results in 4.27 appear smooth. It was also interesting to observe c ...
According to CrashReporter there is both an Ensure and a Crash that occur with this callstack. The error message for the Ensure is Ensure condition failed: UIDList == AnimationCurves.UIDList [File:D ...
This is a frequent and longstanding Ensure that has occurred for more than 500 users since at least the 4.13 release. Additionally, there do seem to be a few crashes with this callstack mixed among ...
As soon as the widget was visible on the node/display at least once all nodes/displays receive the button press and correctly increase the counter. Therefore it seems like the widgets are only initi ...
If you are using a large amount of Niagara, you will experience excessive load times in PIE even if nothing is changed. The following code change seems to be effective as an interim response. void ...
When running in the Editor, actor owning a UCameraTestComponent that sets DesiredView.Rotation Pitch below -90 or over 90 will attach to the Editor Camera as if it was being piloted. The licensee re ...