GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
It's possible to create a level sequence player in a level that's being torn down. Event end play is one example, but the original report comes from a situations that's harder to avoid. Creating a l ...
When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...
Currently there's no validation within the animation attribute container that bone ids are valid. This means that client/game code can add attributes with invalid bone ids into the container and th ...
AbilitySystemComponent crashes when RemoveActiveGameplayEffect is called during world teardown for an active gameplay effect that ticks periodically, by unsafe GetWorld()->GetTimerManager() access w ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
The async execution from within the context menu state is not cancelled properly when closing the context menu. This means that when rapidly opening and closing context menus there will be corruptio ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...
LogAutomationController: Error: LogEditCondition: WorldSettings - EditCondition attempted to use an invalid operand "WorldPartition". ...