StateTree fails to transition to the next child state in a tree where the parent state has a task such as Debug Text which does not influence state completion. The ST atttempts to transition from Le ...
The deadlock happens when enough shader preload are launch in parallel on a slower IO backend (like zen). When that happens, the preload starts a waiting period that never ends because it cannot be ...
Toggling the Custom Items and Inventory setting and then closing the editor without saving can lead to a mismatch between the Project Settings Custom Items feature and the IslandSettings object in t ...
When using a non-default take separator (eg "-") the "New Take" option produces a malformed proposed name for the take. ...
On Nanite meshes, placing a VertexInterpolator node in a material graph without using it (unconnected, or routed through a disabled static switch) silently breaks the Opacity Mask and the material r ...
Crash when working with Dataless Mutable content. When selecting meshes in the instance, there is a crash in RegenerateImportedModels. ...
In NiagaraDataChannelData.cpp, FNiagaraDataChannelDataProxy::EndFrame enqueues a GPU readback for each entry in PendingGPUReadbackBuffers, but the corresponding FNiagaraGPUInstanceCountManager::Free ...
Any Slate widget that triggers the Slate post-process blur (e.g., a UBackgroundBlur with non-zero strength) hits a fatal D3D12 CreateGraphicsPipelineState failure on first render. The fatal is funne ...
Hello, We've encountered a crash in UWidgetAnimation::CreateDirectorInstance when repeatedly switching resolutions. We've had it for a while but it's not until recently that we've found a consisten ...
Context PCG can be used to spawn Instanced Actors via the PCG IA Interop plugin, that makes Spawned Instanced Actors available as node. When a PCGActor placed in the level runs a PCG graph that spa ...