It appears that for spawnable bindings, when adding a child binding through a copy/paste it is not added to the child bindings array on the spawnable, so when GetChildPossessables is called, there a ...
FNiagaraParameterStore::UnbindAll() may be called from both GameThread and RenderingThread. Each may modify the same Binding array, it causes infrequent crashes. In my environment, I was able to r ...
The user has attached a small project at the link to demonstrate the issue. Occurs in 4.5.1 and well as Main (//depot/UE4/Promotable-CL-2239587). Crash Reporter: [Link Removed] ...
Received a report from a licensee using Network Prediction Plugin and Mover. There is a strong likelihood of a crash occurring when using NPP's smoothing option and spawning new NPP-simulating ins ...
[Link Removed] for reference Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it ...
The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...
Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...
When using Runtime Virtual Textures (RVT) on landscape in UE 5.5+, nearby tiles may remain blurry (low-resolution mips) after launching PIE or making large camera jumps (e.g. via bookmarks or viewpo ...