When a Post-Process Material uses the Scene Texture Material Expression, the following code is generated: ``` MaterialFloat2 Local0 = Parameters.TexCoords[0].xy; MaterialFloat2 Local1 = ClampSceneT ...
When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value ...
Velocities are not being cleared when physics simulation set to false. ...
So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...
When working in the "Landscape" editor mode, in both the "New" and "Import" tools, it is possible to import a single heightmap, as well as a weightmap for each layer. Each of these maps can come fro ...
The following Niagara usage pattern results in either a crash or in incorrect data being read from a Particle Attribute Reader: Emitter Spawn Stage – A module has an Attribute Reader input specifie ...
When closing ShooterGame on an iOS device, the application crashes due to "exhausting the real time allowance of 5.00 seconds". This issue is NOT a regression for //UE4/Dev-Networking as it is also ...
From licensee: The function AWorldDataLayers::GetDataLayerInstanceFromAssetName() uses different names in #WITH_EDITOR and without editor builds: #WITH_EDITOR config calls DataLayerInstance->GetDa ...
One of the users described this issue as below. "At seemingly random times while working in the material graph, some action will cause a hitch or freeze, and quickly after the engine will crash, an ...
Intermittent crash in virtual texture transcode. Usually mempy from nullptr but also occasionally we see the same callstack with memcpy to random location. ...