The navigation system has errors in the log for agents still being mapped to navigation data in CleanUp. This appears to stem from agent step height being recalculated in ARecastNavMesh::SetConfig i ...
Please note that a similar issue exists [Link Removed], however it is not the same, as this issue requires a bone to be specified in the node to occur. Leaving the Bone Name field as None or Root pr ...
FSharedStructMemory uses a custom deleter that calls FMemory::Free, but it doesn't call the destructor. FSharedStructMemory's destructor is responsible for correctly destructing the internal ScriptS ...
Reported by customer: It seems like in some cases, even when the InlineEditConditionToggle property specifier is not used, the behavior it enables is turned on anyway. It's possible to disable it w ...
An assert crash is now triggered when set a widget using material to WidgetLoadingScreen of FLoadingScreenAttributes then call FDefaultGameMoviePlayer::SetupLoadingScreen(). The ensureMsgf in quest ...
If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...
proposed fix seems ok to me: UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...
Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...