While active and ticking, the built-in FS_MasterField actor instance continuously creates several new components every frame, which are never cleaned up until the actor is destroyed. This can happen ...
When a control is renamed after it has already been animated in a sequence, the control curve name map needs to be fixed up. Once it is fixed, selecting the control in the world will not map the sel ...
The dynamic translucency resolution and other dynamic resolution values were tied to the primary dynamic resolution and never updated for each type of dynamic resolution. The scaling resolution fra ...
When validating a change list that contains an actor that references the level script in the world (e.g. it has an event bound on the level script graph) it will fail changelist validation 100% of t ...
The editor crashes with an assertion failure when placing a Blueprint actor that contains a Groom Component bound to a MetaHuman skeletal mesh. The crash occurs in AddHairStrandInitMeshSamplesPass d ...
When a Virtual Texture is applied as a UI material, there is no associated geometry, so it does not explicitly request the loading of high-res virtual texture tiles. ...
When a client sends a request with no passphrase to Unreal Remote Control's "/remote/batch" endpoint, and the plugin is configured to not perform passphrase verification, the Editor will crash as so ...
SetBlendState() is called from non-UI code but has HDR UI overrides baked in. The UI specific code should be moved to the UI code that calls SetBlendState() - likely in FCanvas, or the function sho ...
FSkinnedSceneProxy's never get unregistered from the DynamicWind system In FDynamicWindTransformProvider::UnregisterSceneProxy, there's an early out that says: if (SkinningSceneExtProxy == nullptr ...
Starting with UE 5.4, function FNiagaraRendererRibbons::GenerateDynamicData() from file [NiagaraRendererRibbons.cpp] attempts to calculate DynamicData->MaxAllocatedCountEstimate as such: DynamicDat ...