Calling UStaticMeshComponent::GetMaterial() during a Blueprint compile on load can cause the Material shader to fail to compile because GetMaterial will trigger a PostLoad call on that Material and ...
When compiling a PSO, RHI Breadcrumbs can be fed a bad FRHIBreadcrumbNode, resulting in reading random memory and crashing during the recursive node iteration. This only happens when tracing. The i ...
Crash occur the packaging application which has the title referencing StringTablem. When lunch the application with editor and standalone, it's not crash. It' not occur 4.20, and crash with 4.21 and ...
I am using the orthographic camera preview fairly extensively for making an in-engine Tiling Texture maker. This feature is currently busted since the orthographic camera preview window is rendering ...
When using actor components, if you delete a node, such as event tick and then add it to an actor, even if you modify the component again, such as adding the event tick event back, the component wil ...
Custom depth does not render on static meshes converted to blueprint without render custom depth option enabled. This issue does not affect objects that are added as a component to a blueprint. To w ...
This is a common crash that has occurred in 4.17.1 and 4.17.2, there are no immediate records of it occurring previously. Users have not provided any descriptions of their actions when the crash oc ...
If user set ChunkID to a high value, the construction process of the database managed by AssetMAnager becomes very long. The cause is the following code in UChunkDependencyInfo :: BuildChunkDepende ...
As noted by the user in the linked UDN question, this seems to be a problem with the PointLightComponent property on APointLight not having the VisibleAnywhere property descriptor. Also as noted, th ...
This issue appears to be the result of the fix for [Link Removed] which removed RPCUtility from the Engine. A licensee noted that they were now seeing an issue when attempting to generate project fi ...