A project does not cook with actors containing ModularSynth component. The error is a follows UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: begin: stack for UAT UATHelper: Pack ...
If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...
The Ellipsis overflow method on text widgets can cause an ensure to trip as a result of a render batch being sent with no indices. We could guard against this in SlateRHIRenderingPolicy by checking ...
The Global Distance Field can constantly update, even when the camera is stationary, in large World Partition maps. This bug requires a large amount of the World Partition map to be loaded to reprod ...
Root Motion from Everything doesn't accept Root Motion from Montages in 4.11. This works in 4.10. Can regress down the issue if needed. ...
Context: A static mesh is able to have a geometry collection generated from it using the Fracture editing mode. It can be fractured in many different ways, and when acted upon by a chaos field agent ...
If an actor is spawned using game instance blueprint, a packaged .exe will crash upon loading. Frequency: 2/2 Crash Reporter: [Link Removed] ...
A crash occurs when setting the WorldGridMaterial from the Engine Content to the Unlit Shading Model and pressing apply. ...
It is possible to experience an editor crash in 5.5.4 when the cook process generates a warning that references an asset while the editor is saving. It seems that during a save operation, the code t ...
The Set World Location at Spline Point node does not correctly update the location of the indicated spline. ...