When closing ShooterGame on an iOS device, the application crashes due to "exhausting the real time allowance of 5.00 seconds". This issue is NOT a regression for //UE4/Dev-Networking as it is also ...
When Lumen is disabled, but the cvar "r.MeshCardRepresentation" is set to 1, Lumen will continuously enqueue object removal from the Lumen Scene, without ever emptying the array of primitives to rem ...
Licensee report of crash during shutdown due to setting [UIApplication sharedApplication].idleTimerDisabledbeing from the Game thread. Grouped together with others items in [Link Removed] ...
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 ...
Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
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 ...
This was occurring when I quit via the Quit button in the Main Menu GUI. I also repro'd this using the "Quit" command in the console. I found this on Linux, but this was repro'd on Mac and Windows ...
Context: A static mesh is able to have a geometry collection generated from it using the Fracture editing mode. It can be fractured in many different ways, and when acted upon by a chaos field agent ...
This occurred on packages that were created on different Windows machines. This crash is not occurring on other platforms during our Samples Pass. ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...