In world partition levels, deleted actors can become unexpectedly unloaded prior to saving, causing loss of work. Specifically, this issue occurs after the undo history has been cleared (either manu ...
When a commandlet is run it successfully completes but does not terminate the engine correctly. It appears that multiple requests are made to terminate the engine process these subsequent engine ter ...
Test content for this bug is in the /EnhancedInputTesting/UE_268605/EnhancedInput_UE268605 level in QAGame! When a widget blueprint is created with Enhanced Input bindings in the event graph, whe ...
I find that there are a couple of things that influence the artefact If WPO in M_BlendingBug is connected I get an issue with the blending. Removing the opacity input that's passed through the ma ...
When tearing down a nanite project with the nullrhi active, there is a crash in the FeedbackManager destructor that causes any exit to be unclean. The teardown process causes a crash as the destruc ...
This issue is the same as [Link Removed], but it causes confusion for developers because only Nanite ISM are rendered correctly since UE5. . ...
It is possible to experience an editor crash in 5.5.4 when the cook process generates a warning that references an asset while the editor is saving. It seems that during a save operation, the code t ...
It seems like WriteFileList (TempStorage.cs) is not respecting the enginePath as set from horde context. _localDir in TempStorage.cs seems to be based off of the RootDir (details here). Proposed ...