A licensee wanted to report some missing PSO Precaching they found, which they have fixed locally: 1. UCableComponent doesn't implement CollectPSOPrecacheData or call CheckPSOPrecachingAndBoostPri ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
When trying to copy a setter node for a GameplayTag variable from one eventgraph to another eventgraph the engine crashes. If the blueprint that is copied into has a GameplayTag variable with the sa ...
Renaming a variable in a parent blueprint will reset the value of that variable for any child blueprint based on the parent within the level viewport. ...
Scaling objects via a timeline scales past the intended value when attempting to scale to 0,0,0. Instead of ending at 0,0,0 the scale will be set to an extremely small negative value such as -.0019, ...
Landscape material layers show "none" after generating weight blended layers in landscape paint mode. The landscape layers are painted as normal but do not show that any layer is assigned. ...
Crash occurs when removing the native root component from code and then attempting to reopen a Blueprint Class asset that was based on the native parent class. Seems like maybe the 'AttachParent' f ...
If a variable's value is being set in the construction script of a class and then that value is edited (the line itself is edited, not another setting of the variable), hot reload will not update th ...
Blendspace animations of morph targets play at a slightly but noticably different rate between the 4.8 and 4.9 version of the UE4. ...
When a bool variable is defined in code, changing the default value of the variable does not update on a hot reload This is inconsistent with other variables types that update their current value w ...