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 ...
A blueprint that uses a node for a BlueprintNativeEvent function breaks on hot reload. Blueprint cannot be saved or compiled. Compile error states: Error This blueprint (self) is not a HOTRELOADED ...
Attempting to add the same widget to the viewport twice will result in an assertion and crash. ...
A memory leak seems to occur when switching between levels multiple times. This is being monitored by memreport full ...
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 ...
When a child actor passes a string to it's parent's overloaded constructor using an overridden function that returns a string it won't receive the correct string. I have verified that the correct fu ...
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 ...
When changing the right channel gain of the stereo mixer at runtime, it generates clicks and pops in the output. ...
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. ...
Some Material Attribute blends in Material Layer Blends can cause Virtual Texture samples to be duplicated in HLSL. This can be avoided by sampling the Virtual Texture in the Parent Material, and pa ...