It seems to be occurred when exiting fullscreen exclusive mode during the PSO build. And it seems to happen during the loading screen as well as the PSO build. What I suspect is that when focus los ...
When building very large textures (such as virtual textures) we allocate very large intermediate buffers for compression at full 4 channel float precision. For a 64K texture this can be 64GB in siz ...
When a Sprite that has been created from a Texture Atlas is used in a Widget, it can not be tiled. Instead the whole Texture Atlas is tiled. Reported in version 4.25.3(CL 13942748). Tested and fou ...
The user tried to use the composure pipeline and followed what is written in the Documentation. All the elements and nodes written out in the documentation worked as expected with the exception of t ...
The delegates for actor should show up in the Detail tab like components. There should be an "Event" group and list all available delegates, and designers can click on the "+" sign to add event on t ...
The first ID contains brackets and a trailing slash while the second does not. Alternatively if the engine is opened with a .uproject argument no ID will be created until the "Open Project" dialog i ...
Reimporting a skeletal mesh causes "use high precision tangent basis" & "use full precision UVs" to reset and no longer being applied to the mesh. Reported and tested in version 4.25.3(CL 13942748) ...
When PIE'ing and stopping PIE with Google Resonance in use, the engine crashes after PIE session ended. Crash appears as a result of the Soundfield Submix's Soundfield Encoding Format being set to ...
The purpose was to create a Level Sequence Director inheritance class so that the same event could be reused in multiple sequencers. Attempting to quick-bind this base Level Sequence Director event ...