A user has reported a crash that is reproducable in a clean project in UE 5.1.0 release. It involves a struct with an instanced object. The crash occurs after deleting a property of that struct type ...
Keyboard Shortcuts don't work on the Outliner Window if it is detached from the Main Window. As described in Steps To Reproduce, as soon as the Outliner Window is detached from the Main Window, most ...
Performing a hot reload after updating an Enum will not reflect the update until the editor is closed/reopened. UPDATE (8/23/17): Restarting the editor dose not immediately update the enum. When ...
A crash occurs when trying to use the Mesh Reduction tool for the ScotsPine_01 static mesh from the Open World Demo collection. The assets from this project are usually very processor heavy due to ...
When a client disconnects/unpossesses a mover character, the character's Network Prediction Component will re-configure itself now that it does not have a net connection. However, this handling will ...
From User: When frequently terminating and re-initializing the FConstraintInstance, there appears to be a leak when cleaning up the disabled joint, which leads to an ever growing list that gets sort ...
The licensee reports that this issue is caused by the following code not performing a Buffer update. .\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp void FMeshMaterialShaderElementD ...
Some licensees have reported seeing intermittent corruption of runtime virtual texture tiles. This hasn't been reproduced at Epic. Usually this shows up as some small percentage of rendered tiles l ...
Numerous LogMetal: Warning: AsyncCopyFromBufferToBuffer on overlapping ranges Warnings Warnings do not appear to be linked to any visual/performance problems in the editor. Could be safely ignored. ...
UBlueprint::IsDataValid() does not currently check component templates inherited from a parent Blueprint class asset's SimpleConstructionScript; only the current class hierarchy is considered. Given ...