Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...
When user sets their texture compression to BC7 while the project settings are set for Platform to only be Windows and use only DX11 this will cause any textures with this set to cause a crash when ...
User reports that the reason for the crash is that because UpdateSpline is false on the AddSplinePointAtIndex blueprint node, this line is never called [ReparamTable.Points.Reset(NumSegments * Repar ...
The User has provided an extensive log of their code base setup, and the process leading up to when the Assert occurs. "Our game mode & player state FSM are setup in a data driven manor using UDa ...
Generated from CrashReporter ...
Enabling Shared Material Shader Code will cause a crash on tvOS From user: "We originally enabled Share Material Shader Code long before trying a tvOS build, making this crash tricky to debug. W ...
See steps to reproduce. Looks like the fixup when saying Yes to "Would you like to transfer the interface functions to be part of your blueprint" doesn't work correctly on the duplicated BP. Inter ...
It appears that LumenScene's Hardware Ray Tracing is causing light leaking into a sealed room (which should be perfectly black). This bug does not appear to happen on AMD GPUs. ...
When using the DynamicMaterialParameters Niagara module in UE 5.6, 5.7, and UE5-Main (CL 50298778), updating an emitter causes Boolean values, such as Index0Float0Write, to reset to default values, ...