Refraction does not adjust the scene depth texture, leading to a mismatch between Scene Color samples and Scene Depth samples. ...
See linked UDN for more info. This issue was reported for Iris, but I believe package map errors occur in the current replication system as well. ...
You will hit the ensure condition: LogOutputDevice: Error: Ensure condition failed: !SeenPaths.Contains(CurrentPath) in Engine\Source\Runtime\CoreUObject\Private\Misc\RedirectCollector.cpp] [Line ...
Based on the licensee's report, the crash seems to be occurring due to the WorldDataLayers actor, and setting this actor to never be dormant seems to resolve the issue. ...
The log output in ValidateStaticUniformBuffer, lists hashes that do not correspond to the actual shader name which makes it difficult to track down problem shaders. The current log output code is ...
There seems to be an issue with replicated attachments ending up causing cyclical setups resulting in crash on clients. It was reported for 5.2 but even after patching up code it seems to occur. ...
After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...
Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...
From a UDN, they also mentioned: Update: I added CommonUI to the test project to try the "Consume pointer input" setting. It behaves the same way as our custom input blocking widget in that the in ...