The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...
[2024.08.30-22.12.22:384][ 73]LogWindows: Error: appError called: Assertion failed: CurrentGPUVirtualAddress != 0 [Link Removed] [Line: 659] Disabling shader optimisation can crash the editor when ...
From the UDN: > Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...
Reproduction rate: 5/5 Regression check: No, this also occurs in 5.4.2. Please note that this issue only reproduces with the Gamepad Face Button Bottom and does not occur for any other gamepad butt ...
The DataValidationCommandlet can run out of memory during execution as it does not unload any of the validated assets. This does not seem to be specific to the commandlet, since the UEditorValidato ...
Refraction does not adjust the scene depth texture, leading to a mismatch between Scene Color samples and Scene Depth samples. ...
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 ...
It appears that Texture Samplers for Virtual Textures do not respect the Tiling Method from the Virtual Texture Asset when the "Sampler Source" is set to "from texture asset". ...
The Build All Levels editor action cleans up the world's NavDataSet (UNavigationSystemV1::NavDataSet) as pre-rebuild world cleanup by calling: SetNavigationSystem(nullptr); inside UWorld::Cleanu ...