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 ...
The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...
In some occasions, engine code iterates over a certain subsystem type by calling FSubsystemCollection::GetSubsystemArray() and then calling some method on all subsystems of the returned array. This ...
When an instanced static mesh component with a material using a PerInstanceCustomData node has its data floats pasted in, the editor crashes with an "Array index out of bounds" error. The licensee w ...
When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...
When the SetMaterialAttributes Material Expression is used without an input to MaterialAttributes, it will cause Landscape Layer Blend expressions to fail to compile if it is the only layer on a par ...
From licensee:"Testing incremental GC on our project we have ran into an issue with level streaming where levels will get stuck in the 'loading' state in packaged builds. The issue appears to be due ...
This issue seems to stem from HasClientLoadedCurrentWorld returning true in AGameMode::RemovePlayerControllerFromPlayerCount. When removing a player controller, the GameMode checks if a seamless tra ...
The duplication of an imported mesh wrongly marks it as also imported from the source mesh. The probable cause is data duplication without taking this edge case into account. I suggest checking Unr ...