Compiling any material with r.ShaderCompiler.JobCache=0 causes ShaderCompileWorker to crash. Reproduction steps cause a crash during Editor startup, but this bug may affect other scenarios where mat ...
The customer provided reproduction steps and a trace file that crashes Insights. From the customer: manually placing if (!CurrentGraph) Unknown macro: { return; } nullchecks in RenderGraphInsi ...
Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...
When using a Nav Modifier volume with a custom Nav Area class, the Nav Mesh is not being affected until the editor is restarted. Found in 4.11.2 binary. Reproduced in 4.12 Preview 1 binary and Main ...
Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...
POST LINK: https://forums.unrealengine.com/t/ue-5-8-mediaviewer-crash-when-switching-level-editor-viewport-type-to-cinematic-viewport/2747407 POST BODY:Summary The editor crashes when Media Viewer ...
From licensee: We are using the legacy HLOD system in our game. With 5.5 there was a change to FSceneProxyBase::DrawStaticElementsInternal() where the implementation was removed (https://github.com ...
Fields with Maximum resolution are not affecting all leaves of a Geometry Collection on 5.4 and onwards. When calling GetRelevantParticleHandles() a Maximum Resolution field does return all particl ...
Class UText3DComponent from the "Text 3D" plugin contains a "FText Text" member which must be set through a SetText() function to correctly update the component's internal state. Up to UE 5.2, "Tex ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...