User reported that upon removing a pin from a Sequence node the editor crashed. This only happened once, so may be a multithreading race condition or there may be additional unknown factors. The cra ...
Disabling Disregard for GC leads to a crash in GarbageCollectionVerification.cpp VerifyObjectFlags. This crash occurs when there is an invalid path specified in GameplayTagTableList. The cause of t ...
FRHIMemoryPool will leak data when it is destroyed. "FRHIMemoryPool::Init()" will create "FRHIMemoryPool::DesiredAllocationPoolSize" new "FRHIPoolAllocationData" objects, stored in "FRHIMemoryPool: ...
“FX.TestGPUSort” fails on both PC Editor and Android with Vulkan RHI. ...
The GetOverlappingComponents node isn't working correctly on mobile devices. It seems like it may only not be registering components that are spawned at runtime, as it does change the number of over ...
Adding animations with a negative play rate (playing backwards) or modifying existing animations in a montage to have a negative play rate causes the timeline in the montage to "squish" and is no lo ...
Arrays that are passed into a Multicast Event as an input are not available on clients who call the function Regression?: Yes This did not occur in 4.19.2 ...
Using the Particles.SubImageIndex has no effect on what portions of the a UV are rendered in Niagara. Tested in 4.21.2 (CL - 4753647), 4.22.1 (CL - 6063286), 4.23 (CL - 6533064) ...
The root of this issue is that FLocalVertexFactory is doing manual vertex fetch in the shader. In HLSL, this relies on SV_VertexId. In GLSL, it's gl_VertexId. HLSL does not include the base vertex i ...
We can see refraction gets distorted after we have a bigger PDO value, and it's not because the depth is more shallow, but looks like some kind of scene color texture lookup error. Also, not sure i ...