When tearing down a nanite project with the nullrhi active, there is a crash in the FeedbackManager destructor that causes any exit to be unclean. The teardown process causes a crash as the destruc ...
More details in attached UDN [Link Removed] Time stretch curve behaves incorrectly with large sections of in-between values. From the UDN: After using the feature a bit more we also noticed tha ...
The Anisotropy of a material looks different when set on the material output node vs when set via a scalar parameter node connected to the material node ...
Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
This seems to occur because the PendingNetGame is not destroyed when the instance browses to the new level to start listening. In UEngine::LoadMap, UWorld::SetGameMode will create the game mode, pro ...
A licensee is reporting that using a loading screen with the incremental garbage collector can result in a dead lock when a loading screen is displayed. The licensee found out that: -------------- ...
The world position offset input of the result node does not behave consistently. There is an obvious visual difference between the setting it by connecting a float3 color constant, versus setting th ...
The EyeAdaptionInverse node works differently for surface materials and volumetric materials. In surface materials, it allows to have a consistent glow during day and night time, however in a volume ...
Setting the location of a node a the MetaSound Editor Subsystem to a very large value crashes the editor.Unhandled Exception: EXCEPTION_STACK_OVERFLOW Crash reporter link: [Link Removed] ...