There's a bug in UAssetManager::LoadAssetList where the passed in DelegateToCall is not being called in the bShouldUseSynchronousLoad case. This can cause gameplay logic to fail when that bool is tr ...
Generated from CrashReporter Logs can be obtained via Crash Reporter ...
While working on writing test cases for content examples, I discovered that the shadow behind certain objects appear and disappear depending on the distance from the camera. This might be similar ...
The vertex interpolate node doesn't work with lightmass. Found in 4.19 CL# 4033788, 4.20 CL# 4233996, and 4.21 CL# 4258917 ...
Translucent Materials will receive incorrect shadows in forward shading. This is working as expected in 4.18 CL# 3832480 Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4408769, 4.22 CL# 4413 ...
Regular static meshes work expectedly with Force Volumetric however instanced static meshes do not. ...
Shadows are exetremely rough and aliased if r.shadow.FilterMethod is set to 1. Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 5660361 and 4.23 CL# 5810496 ...
Ensure condition failed: Layout == VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR || Layout == VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL || Layout == VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_RE ...
Instances Created From Merge Actor Have Corrupt Lightmaps. Working as intended in 4.20 CL# 4369336 and 4.21 CL# 4753647 Found in 4.22 CL# 6574378 and 4.23 CL# 6842436 This is a regression. ...
Infinite loop is called when the loop is implemented by only one, one time. When the set up should not flag anything until iteration 1,000,000. [Link Removed] [Link Removed] ...