User comments in crash group:Light exort crashSwarm agent crash.Building lighting 1496 #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) 1497 if (!Buffer) 1498 { 1499 ***** UE ...
Essentially, when set to "Overlay Fill Screen," the Bink Media Player will render the last viewed frame over all game levels in PIE, without actually playing the video or being given any sort of pla ...
Light injection into the Translucent Light Grid voxels does not use the correct location for clipping or attenuation. Both of these points are outside the voxel that is being updated. Light attenua ...
Changing the name of a function that is bound to a delegate, or attempting to bind a delegate to a second function, causes the new/changed function to not be called when the delegate is triggered. ...
Deploying and launching a packaged project, using a Custom Launch Profile that is set to copy the project to a repository, fails due to a missing /. I do not see this issue when running a Quick Lau ...
Nanite Skinned Meshes don't receive the correct Local Position in some shadow passes. This depends on the clipmap level, and is not related to VSM caching. Unreal Engine 5.6 shows the same issue, b ...
Overlap trigger on Event Begin Play doesn't work after converting project from 4.7.6 to 4.8 P2. The user thought this was related to using Custom collision object types but it is reproducible with ...
Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...
If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...
When playing Standalone or as Listen Server, whenever a GameplayEffect with a duration is applied that fires gameplay cues, the server will locally execute OnActive twice on GameplayCueNotify_Actors ...