Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...
Plugging an Add node which adds a constant value into a Nanite Pass switch node results in derivative ops to be detected where there should be none (which show up as red in the No Derivative Ops deb ...
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 ...
Reported by multiple users. When in a networked session a GameplayEffect is automatically removed due to:a tag being added that's not allowed, or (TargetTagRequirements.RemovalTagRequirements.MustHa ...
From licensee: The project contains a small flat terrain with a basic material attached to it - just a single texture sampler connected to the base color output. Also in the project is a skeletal m ...
Consider an array property that can be edited in the StateTree editor. This can be a State Parameter or an exposed property of a Condition or Task, for example. Each element of the array can be boun ...
Generated from CrashReporter Error Message: Assertion failed: IsValid() [File:D:\build\++UE5\Sync\LocalInstall\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1008] ...
As indicated in the repro steps, we have a StaticMesh asset that, for some reason, has a mismatch in their serialized bulk data where:MeshDescription->GetNumUVElementChannels() == 2FStaticMeshConstA ...
Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...
There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...