We've had a couple of reports of the recently added session/client id checks in the StatelessConnectHandlerComponent failing when using SteamSockets. The connections fail with the "Rejecting handsha ...
User reported encountering a deadlock between GameThread and AsyncLoadingThread and provided two callstacks.User quote I've been running into a deadlock intermittently with a custom blueprint conso ...
Debug drawing with AnimDarwDebug~ does not work when RootMotionMode is set to "RootMotion from Everything". In addition, the same issue occurs when MultiThread of Animation is turned off. Licensee ...
FMassArchetypeData::ExecutionFunctionForChunk is using wrong mappings while binding shared fragments. It's using RequirementMapping.ChunkFragments while it should use RequirementMapping.ConstSharedF ...
5.0:[Link Removed] 5.3:[Link Removed] Attached is a video of the two screenshots overlaid and lined up by their top edges. It appears that the Begin Play node (and others?) have more padding now, w ...
Generated from CrashReporter ...
The distance field scene is shared between scene renders in a given frame. However, LOD requests are not tracked over the entire frame, but per scene render (e.g. camera or scene capture). Thus, if ...
There are two UDNs related to this issue. It makes the Path Tracer unusable with MGPU, with atmosphere enabled. I already have a one-line fix implemented and tested. The atmosphere scan line arti ...