UMassAgentSubsystem::HandlePendingInitialization creates a single FEntityCreationContext that is reused across all iterations of the PendingAgentEntities loop. When SpawnEntities eventually calls in ...
When adding support for cube texture ([Link Removed]) there was no check added for render targets, making them invalid for Set Texture Object, when they were previously supported. ...
Using HISM with Density Scaling enabled throws an Ensure when Foliage Quality is lowered. ...
Error log is output when including spaces when packaging binary configurations. The following log contains the string "Test Test" with spaces in the file path. ERROR: Failed to copy D:\Projects\Te ...
Material Functions cannot output Texture Objects or Booleans. This seems to be because the Material Editor believes that the outputs are Floats, and forbid connections to inputs that take Textures ...
Running a client in debug mode in Visual Studio with the "-opengl" commandline argument will trigger an Access Violation breakpoint. ...
When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...
The OnUnPossess() method of the AAIController class is triggered twice ...
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+ ...
When using Hardware Lumen with Nanite-enabled meshes in UE 5.6+, black / dark surface cache artifacts appear that result in generally darker and unstable lighting. These artifacts are not immediatel ...