When an Instanced Static Mesh Component (ISMC) uses a material with a non-zero Max World Position Offset Displacement, the bounds are correctly expanded at initialization. However, after calling Upd ...
In 4.8.2 QA Build - Making the changes to BasePassPixelShader.usf listed below, adding two texture samples and then using the Preview Arrow toggle on the add node will hard crash the CPU, requiring ...
We found a d3d debug validation assert in RDG_EVENT_NAME("ShaderDrawDebug"), with the full DLSS integration. It however also reproduces in (4.25.1-release, dev-rendering and the plugin branch with ...
If an existing AddComponent node is placed in an Actor Blueprint's Event Graph for a custom ActorComponent-based Blueprint Class, the node will fail to be scheduled after adding a variable marked "E ...
When the character class is set to always relevant, if a client travels very far away from another character, such that the character is relevant but the component they're standing on is not (but al ...
Floating point error from UGameViewportClient::SplitscreenInfo causes this issue. FMath::TruncToInt( 3240 /*ViewportSize*/ * 0.333f/*Ratio in SplitScreenInfo*/ ) = 1079 I suggested a following t ...
Really close to the repro steps for [Link Removed] Same repro steps produced the following Buggs along with this one: [Link Removed] [Link Removed] Error message: Fatal error: [Link Removed] [Lin ...
This question was created in reference to: [Link Removed] This post references the first post because this problem was not discovered till now. I think it was masked because the issue appears to be ...
This is a new ticket for the D3D 'HUNG' crash originally reported in [Link Removed]. Some fixes were introduced in 4.14.2 that decreased the occurrences of this crash, but other cases are still ongo ...
Many clients have hit a crash due to an Apple library using operator delete on a memory block that was not allocated with operator new. This happens with the following callstack on iOS9 in UE4.13 o ...