This is a regression: it worked correctly up to UE 5.5, but not in 5.6 or mainline latest. Possibly caused by CL 40093049. Class UNiagaraDataInterface provides virtual method GetFeedback(), which a ...
When a shipping build is packaged using specific rendering settings a memory leak can be observed. The licensee has noted that this leak presents as a 10MB per hour increase in RAM usage. It has a ...
I noticed this after packaging multiple samples projects on Windows for Linux and running them on my Linux machine. The project exited cleanly, but there was a crash and callstack generated in the ...
When a Blueprint contains multiple layers of nested subobjects, any subobjects below the top-most layer do not have changes to their properties propagate to child Blueprints. See attached project (c ...
Indirect lighting samples were not made correctly when building lighting with umap duplicated via the content browser and registering both source and destination as sublevels in one map. ...
The editor does not seem to be handling frame ranges properly for 60fps animations. Say you have a 200 frame animation that spans frame 0-200. Upon import it will be 201 frames. If you set the ra ...
When using an InstancedStaticMeshComponent with PerInstanceCustomData, the number of float elements in the "Custom Data" array should always be equal to NumCustomDataFloats multiplied by the number ...
iPadPro2 splash screen distorted on app launch. Looks like there is a fix for this in FN branch that can be brought over. Engine/Source/Runtime/ApplicationCore/Private/IOS/IOSAppDelegate.cpp http ...
During async loading from an AsyncLoading thread, DecalComponent attempts to precache PSOs which can trigger a checkf in StrongObjectPtr.h which are only allowed to be created on a game thread. ...