Skeletal animations are finalized at the end of recording, and expect the actor to still be around, but actors can despawn during recording leading to a crash. ...
The high-res tiling method checks for the exposure method specified on the camera, and forces it to Manual exposure if it's not already there. It shouldn't force this if the project settings have al ...
RTWriteMask shaders were using incorrect array bindings, causing visual artifacts. ...
Anim sequence re import factory is not overriding correctly the settings when we pass the override UFbxImportUI asset. It still use the original import data ...
Since a player controller only exists on the server and on the owning client, calling a multicast from one isn't really a supported operation. However, this case is still handled cleanly when RepGra ...
This issue is not present in 4.25.4 You can also avoid the problem if the LoopBehavior of the EmitterState is Multiple and LoopDelay is enabled. [Image Removed] It seems to be a binding of certai ...
Currently r8Unorm_srgb is required by virtual texture lightmap, and the Metal RHI simply forbids r8Unorm_srgb on Mac platform. Since the latest MacOS 11.0+ have the support of r8Unorm_srgb, we shoul ...
During end play in editor, there is an access violation referencing WorldSettings from SpringBone. In the attached project, the character registered in the sequencer uses the "SpringController" no ...
D3D11Commands.cpp is doing FName resolutions in the critical fast path. This looks to be a regression from the memory freezing refactor. ...
The sphere cast module has some custom HLSL that calls QueryMeshDistanceFieldGPU, the signature for the function changed, but the HLSL wasn't updated to match so it fails to compile. ...