Result : all the RTs allocated for edit layers (in global merge mode) will be padded to the next power of 2 for no good reason, which can lead to out-of-VRAM (as reported by [Link Removed]) ...
Previewing a Node in a UI Material will not show anything, or will remain showing what is placed in Final Color. This issue appears to be fixed in Dev-Main as of CL-2914624. ...
Asset is praising the sun rather than having his arms straight out to the sides when blended with the reference pose. This is a regression from 4.14.3 ...
Sky light Cubemap doesn't work on Android device. But preview is OK. ...
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 ...