Intel reported GPU crashes on their hardware caused by divergent group barriers in ScreenProbeConvertToIrradianceCS:[numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, 1)] void ScreenProbeConvertToIrra ...
A licensee has pointed out that a log message in ExclusiveLoadPackageTimeTracker at line 191 is saying the opposite of what it means. This is the line in question:UE_LOG(LogLoad, Log, TEXT(" ... ...
The code in UWorld::RemoveFromWorld that removes Pawns that are about to be streamed out does not check to see if the pointer that it sets is null prior to using it. In cases where Pawns are rapidly ...
The macros LLM and LLM_IF_ENABLED behave identically but are slightly different from a performance standpoint. For consistency all allocs and frees should use the same one. Measure the cost of a co ...
FTextLocalizationManager::UpdateFromLocalizationResource is loading LocRes data into a temporary, rather than loading it into a reference to an entry in LocalizationEntryTrackers. ...
Also, reported here: https://udn.unrealengine.com/questions/497277/stale-perceptualdata-in-aiperceptioncomponent.html ...
Bulk compiling more than one Blueprint class asset without incurring a garbage collection pass in between each compile can result in a crash during reference replacement, as serialization may end up ...
Users have reported that building for Distribution on Gear VR results in failure due to a missing Oculus library. The error they receive is as follows: UATHelper: Packaging (Android (ETC2)): [javac ...
Suggested fix is to relocate the Super::PreExit() call to the end of UGameEngine::PreExit() so that level streaming can be safely flushed before the MID cache is cleaned up. ...
A crash occurs when using ray tracing with spline meshes preceded by the following ensure : Ensure condition failed: NumCPUVertices <= VertexBufferNumElements File: Engine\Source\Runtime\Renderer\ ...