A crash occurs to the engine as when we when have unreal as a backgroud task, and we try to drag and drop a layer to another by selecting the layer visibility button. ...
When a WorldAlignedTexture node is connected to multiply and then to a base color output, the material cannot be compiled, giving an error about an undeclared local variable "Local27". Does not happ ...
There is an engine bug when using the EnumRedirects feature inside a config file. If we have a Blueprint Enum used in our blueprints, and we want to convert all the Blueprint enum references to a C+ ...
Reported by a licensee. More discussion in the linked UDN case. "Sometimes the WorldPartitionBuilderCommandlet will fail after encountering this error:" Error: Assertion failed: HierarchyNodeIndex ...
Implementing an EventHit node in a Geometry Collection Actor and printing the Names of the returned values, it wrongly returns the reference to this Actor (self) on the Other actor object reference, ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...
When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...
The following ambient occlusion console commands have issues: r.AmbientOcclusion.Compute ? The help text state it only works console but it also works on PC and likely other platforms. r.GTAO.Use ...
Unreal Editor can get in an infinite while loop when the action Asset->Source Control->History is used in a Blueprint Asset. Reportedly, this issue is only encountered when using the Branches featur ...
When a Material Instance is loaded that has a nullptr layer in StaticParametrs.Materiallayers. The Material Instance will create it's own CachedExpressionData but the ConnectedParameterMask will be ...