GPUScene primitive validation is currently busted and asserts. It looks like there are two problems: 1) NaN's in the entries can cause comparison issues, so a MemCmp would be better. 2) There's a ...
Certain blueprint nodes are noticeably wider than they were in 4.25, and seem to get excessively wide if the user fills in literal pins on them. This was noticed with the Array Add nodes, but may a ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984. Hardware Accelerated Video Decoding requires DirectX 11, but it appears the combination causes media players to only render a black ...
Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...
When rendering with MRQ on Linux and Mac (not Windows), there is a lot of statfs log spam that appears repeatedly during the render: LogCore: Warning: Unable to statfs('/render_output_path.{ext}' ...
Reproduction rate: 5/5 Regression check: No, this also occurs in 5.4.2. Please note that this issue only reproduces with the Gamepad Face Button Bottom and does not occur for any other gamepad butt ...
Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...
An ensure is occurring when pasting a timeline that was once connected to a node into a function in blueprint. Regression: No, this also occurs in 4.12.5. ...
In the world settings of any level, changing the max undilated frame time to a negative number results in the editor crashing. ...
When several Hierarchical Instanced Mesh Components are spawned and then their transform altered on tick, the log is spammed with the message: LogStaticMesh:Display: Discarded foliage hierarchy of ...