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 ...
Using Execute Console Command nodes to record and play back a demo is causing a crash in standalone. Using the console commands themselves does not seem to cause the same crash to occur. ...
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 ...
A crash occurs when setting the WorldGridMaterial from the Engine Content to the Unlit Shading Model and pressing apply. ...
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 ...
The licensee shared information that a Null check on the following Actor can be used as a workaround. static TArray<UActorComponent*> GatherHLODRelevantComponents(const TArray<AActor*>& InSourceAct ...
When an actor has an instanced blueprint property, the order in which the map's imports are being verified when loading can cause the editor to crash. For example, trying to load an instanced bluep ...
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 ...
While testing another fix I noticed HISM LOD transitions are not working in Main or 4.9 branch. There is no screen-door effect and multiple LODs seem to be rendering simultaneously compared to 4.8. ...