When UBT is launched through one of the standard wrapper scripts, Ctrl-C no longer cancels the build. The `dotnet UnrealBuildTool.dll` process and its compile actions keep running to completion in t ...
We are running into an ensure that is triggered when CVarEnableVRS.GetValueOnRenderThread() is called on the game thread from FVariableRateShadingImageManager::IsAttachmentVRSEnabled. This happens ...
UNavMoverComponent::ConsumeNavMovementData returns true on any repeat call within the same game frame, even when there is no nav movement to report. Callers that trust the return value then act ...
POST LINK: https://forums.unrealengine.com/t/enhanced-input-gesture-keys-pinch-rotate-flick-never-release-after-touch-ends-regression-in-5-8/2745006 POST BODY:Summary An Input Action mapped directl ...
Sorry for the AI ticket, but it did a better job than I could: Rendering a level sequence through Movie Render Queue crashes the editor with an EXCEPTION_ACCESS_VIOLATION when the scene contains a N ...
When starting the Editor, Layered Blend Per Bone nodes using Blend Masks inside dynamically linked Anim Layers completely ignore the blend pose (evaluating to 0.0 weight for all bones). Disconnectin ...
When creating a Mutable setup with nested Child COs, COIs can result with Editor-Only references, which will cause the COI not appear in the build manifest and the appearance to now spawn in game. ...
This is a regression in 5.8 caused by 47265321. It's because we now perform the montage update and dispatch the queued notifies via CharacterMovementComponent::TickCharacterPose. But that all hap ...
There’s a bug with the bShouldMatchSyncPhases codepath in UBlendSpace::TickAssetPlayer. That codepath calls ResetBlendSamples to give a deterministic output when advancing time on the animations ow ...
When a Material uses the DefaultTextureCollection and a Material Instance overrides it - or vice versa - the Editor will crash. Note: bindlessconfiguration=Minimal or higher must be enabled to use ...