Enabling UE_NET_ENABLE_REPLICATIONREADER_LOG results in the following errors: {{4>[1/5] Compile [x64] ReplicationReader.cpp 4>D:\P4V\UE5-Main\Engine\Source\Runtime\Experimental\Iris\Core\Private\Ir ...
When DrawMaterialToRenderTarget function is called on tick and actors are spawned in game, the lumen shadow/GI visually flickers. Debugging shows that the lumen screen probes are flickering as well. ...
NaniteBuilder uses an int8 type for ExternalEdges and counts adjacency with a int32. The bug stems for the cast to int8 when adding the adjacency count into the ExternalEdges array. The precision l ...
PCG graph callbacks in BP do not appear to get called correctly after the blueprint is compiled. ...
Packaged projects on 5.4.2 (DebugGame) crash immediately on startup when it is opened through the command line using the global logging very-verbose argument. ...
Using custom primitive data as an input in a UI material causes the engine to crash in the RHI thread. The exact crash is "Missing uniform buffer at slot 1, stage SF_Pixel." at Engine\Source\Runtime ...
In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...
Material Instances used in Custom Buffer Visualizations do not respect parameter overrides, and use the parent material's values. Also tested on UE5-Main, CL: 34543023 ...