There is a discrepancy is how the output volume of a submix is calculated when the effect chain is and is not populated. When there is no effect on the submix, the Dry Level adds additional gain to ...
Crash in the editor when changing the view mode. This occurs because of a nullptr dereference of "InMaterialInterface" in the FDebugViewModeMaterialProxy constructor (Line 32 in DebugViewModeMateri ...
Issue was reported by a user on the Unreal Engine forms. I tried to package the game with the other encoding options and this appears specific to using the Unreal Ambisonics option. I have only co ...
The data table customization (and probably others) tries to aggressively clear out row references that are not valid in the table they point to. This breaks when selecting multiple actors or objects ...
DID NOT OCCUR IN BP FPS PROJECT - might be ContentExamples specific This issue does not occur when forward shading is disabled. Viewport error reads: TOO MANY OVERLAPPING SHADOWED MOVABLE LIGHTS ...
This also brings up a good point about how `FName::NameToDisplayString` works. Currently it will only remove a 'b' character if a boolean is given, which leads to inconsistent results throughout the ...
The first ID contains brackets and a trailing slash while the second does not. Alternatively if the engine is opened with a .uproject argument no ID will be created until the "Open Project" dialog i ...
Parameter collection overrides defined in the Niagara system's System Properties do not work. In FNiagaraSystemSimulation::GetParameterCollectionInstance the return value of GetParameterCollectionO ...
GPUScene primitive validation is currently busted and asserts. It looks like there are two problems: 1) NaN's in the entries can cause comparison issues, so a MemCmp would be better. 2) There's a ...
When undoing a Replace Selected Actors operation, the resulting actor is corrupt and triggers an ensure where the root component is in the process of being destroyed. This is a regression that poppe ...