A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...
According to information from the licensee, the else clause was added to "FSkeletalMeshLODModel::(GetClothMappingData()" at CL 4437969 , but if it is the cloth data existing from 4.20 or earlier, it ...
UAIPerceptionSystem::Tick() is not called after level reloading. When Debugging, UAIPerceptionSystem::CurrentTime is always 0, and UAIPerceptionSystem::SourcesToRegister always contains sources to ...
When compiling on load in -game, a blueprint class that inherits from a native class that is marked within and the class that it is within is abstract, a crash will occur when FBlueprintCompilationM ...
When DitheredLODTransition is enabled for HierarchicalInstancedStaticMesh, in the previous version (5.1.1), dithering was applied during fade-in/fade-out, but in 5.4.3, dithering is not applied duri ...
This issue may have occurred due to a refactoring of the related functionality during the engine update from version 5.4 to 5.5. The main reason is that the randomization of BatchColor doesn't work ...
Path Tracing normal maps reflect light differently than Lit, and do not look accurate. Also observed in //UE/Release-5.6, CL: 45232827 ...
Can attach actors to each other through the use of sequencer even though actors are in different levels which leads to crashing when saving and changing levels F3DAttachTrackEditor::IsActorPickabl ...
Importing a skeletal mesh fbx from blender and setting the Import Uniform Scale option for the mesh to a higher value, like 100, results in only one of the meshes being scaled while the other is lef ...
When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...