This crash repros from at least UE 5.3 and up to latest. The following assert is hit: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 1067] Array index out of bounds: 0 in ...
When edited through the Details Panel in the Editor, TMap and TSet properties should not allow duplicate keys. When those keys are USTRUCTs with the “WithIdenticalViaEquality” trait, this should be ...
When dithered LOD transitions occur, a brief flash of the next LOD level is first shown on the entire mesh after which the current LOD fades to the next (or previous) LOD. The flashing behavior only ...
Potential bug was encountered when exporting vray cameras and their targets that have been path-constraint to corresponding splines. The resulting export file shows no camera targets; hence, missing ...
We need to, at least, prevent this by clearing observers when running a new BT using a different blackboard. Must also think that this might affect licensees relying on the current behavior (might h ...
The assert that we're hitting is:Cannot replace existing object of a different class. New Object: /Engine/Transient.REINST_BPC_NPC_VFX_C_230 /Game/Maps/[REDACTED]/Levels/[REDACTED]/LevelSequence/ ...
The licensee has mentioned that they also see an FPS drop without a second monitor, so this can happen just by separating windows out on the same screen. ...
Context Lumen is the default global illumination and reflections system. Lumen renders diffuse interreflection with infinite bounces and indirect specular reflections in large, detailed environments ...
AActor::WasRecentlyRendered() and UPrimitiveComponent::GetLastRenderTimeOnScreen() both still trigger when a skeletal mesh (occluded behind a wall) re-enters the player's view frustum after being ou ...