When static lighting is baked using CPU lightmass for a nanite-enabled landscape it causes an editor crash with this assert: ...\Lightmass.cpp] [Line: 546] Attempting to add the same material twice ...
When attempting to use console variables to render the BaseColor output, the GBuffer overview or GBuffer normal output is rendered instead. Using the commands in the Editor viewport shows the BaseC ...
The user settings seem to be initialized incorrectly. I think that this might be because, technically, when you log out and sign back in we might use the same ULocalPlayer in some cases on the conso ...
Overlay Materials are disabled when the Collision showflag is enabled. ...
When cooking a project that has a PCG graph with a subgraph containing a GPU node (Point Processor in the example provided), the cook fails with an illegal reference. However, the same GPU node used ...
This issue occurs when “Auto Register with Budget Allocator” is enabled for the skeletal mesh. Unchecking “Auto Register with Budget Allocator” seems to resolve the issue. Adding the following to th ...
It is possible for textures referenced in the bindless texture data assets that are actively used in materials being rendered in the active viewport to be garbage collected. This results in the mat ...
Running the MAP REBUILD ALLVISIBLE editor command when the current map contains hidden sublevels causes a crash upon changing maps. The issue seems to be related to hidden sublevels being cleared in ...
When importing an FBX into a project if the "Import" option is chosen rather than "Import All" then importing the same FBX a second time will cause the editor to crash. ...
The attached asset (including animation) takes 9 minutes to import in 4.10, where it takes 42 seconds in 4.8 and 4.9. You don't really notice this until you start to get up to larger assets or long ...