This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Crash when recombining Value Pin after swapping Target Wild Card pin from a Vector2D to a Vector on a Set By-Ref Var node. ...
PerInstanceSMCustomData is bulk serialized and doesn't get changed on the BP instance when changing NumCustomDataFloats, possibly causing out of bounds array access leading to a crash. Possible sol ...
The user has a proposed fix for this in the case. FMaterialResource::IsDualBlendingEnabled needs the following modification that includes MaterialInstance check: bool bMaterialRequestsDualSourceBle ...
When switching the Camera's Exposure Metering Mode from Histogram to Manual, there is a single-frame flash. The Licensee has a proposed code change that would fix this issue. Also found in 5.4, CL 3 ...
In 4.27, ray traced point lights can leak through thin meshes. This bug does not exist in Unreal Engine 5, due to many of the potential rendering areas being fundamentally changed. ...
FGeometryCacheStreamingManager::RemoveGeometryCache calls FlushRenderingCommands which shows up as a hitch when profiling. [Link Removed] Ideally the flush added in CL#23782411 to fix a rare deadl ...
A licensee has found that redirectors don't apply to FFieldPath. We should integrate it with the following changes:It needs better error handling (looks like it could infinitely recurse),The change ...
When looking into the bd_hud_scoring and bd_rules_maze blueprints in the users project (Provided below), there are nodes that are throwing errors. If you press compile, the errors go away and the co ...
When content editors are open, they cause sequencer to be updated more than once per frame. This causes animations running in PIE to play faster than expected. Licensee provides code for a potential ...
Creating an event dispatcher and BlueprintImplementableEvent function with the same names causes a signature conflict inside the blueprint. The event dispatcher is then broken as it cannot be delet ...