If you include UMG in your project and deploy to an HTC One, the project will crash on the device. Tested this on multiple devices (Galaxy S5, HTC One, NVIDIA Sheild tablet) Monitor logs are atta ...
The issue is that on iOS devices textures are displaying significantly darker than expected. I did a color calibration with my monitor to get a more accurate representation of the texture. I set th ...
LOD Build Scale set higher than 1 will cause a merged actor to increase to that scale when created. It seems to be using the LOD Build Scale to double in size on actor merge. This is a regression: ...
Editing an array of gameplay tags on a component belonging to an actor instance can lead to a crash. There are inconsistencies with how the Gameplay Tag Editor widget behaves:Array of gameplay tags ...
From licensee: I've been experiencing consistent GPU crashes when tying to edit landscapes since updating to UE5.1. It seems to be exclusively an issue with DirectX 12 (SM5 & SM6). I have no pro ...
There is a bug with Blueprint structs having FInstancedStruct as a property. If you modify the DefaultValues of any property of an FInstancedStruct inside the blueprint struct asset, an ensure will ...
Using console command 'RecreateLandscapeCollision' resets collision in areas that landscape hole materials have been placed. Workaround: paint new hole material to re-remove collision from areas w ...
There is a visual discrepancy appears with the local position offset while mipmaps are enabled, when using a custom node that takes information from the local position node, with a texture that cont ...
This is an infrequent crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Based on affected project names, this may be a VR is ...
The GetUniqueName() function attempts to make sure that all node names are unique. For nodes that are used a large number of times, it adds a numerical value to the end of the name. Prior to 4.18, t ...