Tasks scheduled through the entity task builder with FTaskParams::ForcePrePostTask() are documented to run their PreTask and PostTask callbacks even when there is no work for the task body. This gua ...
In 5.8, weightmap layer allocations of a landscape component leak into its left, top and top-left neighbor components when Edit Layers are merged. Neighbors end up with layers that were never painte ...
We are regularly hitting a deadlock on 5.8.3. We have one background worker evaluating an animation, holding the RigHierarchy's ElementsLock and waiting for the global GC lock And one Background w ...
FNetTokenStore::UnRegisterDataStore will set the TUniquePtr<FNetTokenDataStore> to null, but it doesn’t resize the TokenDataStores array. If FNetTokenStore::ReadTokenData is later called, it will ge ...
With Sequencer.CustomTaskScheduling enabled, a task graph with more than 512 tasks can hang FEntitySystemScheduler::ExecuteTasks. Reported by a licensee, they hit it with a 528 task graph under Clan ...
A license provided a log containing a UBA crash related to PGHook injecting itself when ISPC runs. ...
When an entity stops being batched into an instanced skinned mesh component, the "Collect unwanted items & remove" sweep removes its instance, but never frees its ASTP track. Only ProcessRemovesForC ...
Customers are reporting that the package metadata can end up referencing to non-existing assets or other assets. This causing validation errors in the editor and also generates warnings during the ...
When using the Material Switch node in Mutable (UE5.8), I do not seem to get pins to wire in my Materials to switch between. Other switch nodes like Mesh Switch seem to work fine. ...
A crash can occur due to this check in Substrate.cpp when a material with 2 units and a material with 5 (20 bpp) uints are combined triggering :check(CurrentMaxBytesPerPixel <= PlatformSettingsBytes ...